













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Summoner |
Level / Exp | 32 / 63% |
Size | medium |
Lifes / Deaths | Killed by unknown at level 32 on the 17th Wealth 123rd year of Ascendancy at 19:26 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 11 (base 11) |
Constitution | 45 (base 28) |
Magic | 37 (base 14) |
Willpower | 81 (base 60) |
Cunning | 58 (base 49) |
Resources
Life | -328/857 |
Mana | 542/641 |
Equilibrium | 100 |
Healing Factor | 1.2441860465116 |
Regeneration | 3.2970930232557 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 52.556973735291 |
See Invisible | 52.556973735291 |
Offense: Mainhand
Damage | 88 |
Accuracy | 43 |
Crit Chance | 22% |
APR | 78 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 43 |
Crit Chance | 22% |
APR | 78 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Acid | +10% |
Cold | +4% |
Physical | +16% |
Mind | +30% |
Nature | +10% |
Offense: Damage Penetration
Cold | +9% |
Physical | +4% |
Fire | +20% |
Light | +15% |
Defense: Base
Armour (hardiness) | 59.474937453003 (80%) |
Defense | 31 |
Ranged Defense | 36 |
Fatigue | 3 |
Physical Save | 43 |
Spell Save | 47 |
Mental Save | 48 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 16%( 70%) |
Physical | + 18%( 70%) |
Cold | + 27%( 70%) |
All | + 10%( 70%) |
Lightning | + 19%( 70%) |
Light | + 18%( 70%) |
Fire | + 20%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -332 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | 32% chance to fully absorb any damaging actions. Leaves Cover |
beneficial effect | The target's skin turns to stone, granting 17 armour, 21 physical save and 21 spell save. Dwarven Resilience |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
detrimental effect | The target burns with darkness, taking 33.57 damage each turn until it dies or runs away. Only Ashes Left |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 training room. * 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: 216. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% fire Melee Ret 8 acid ----- def ----- Armour +6 Fatigue +1% Resists +6% acid +12% fire ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +7% blight HP.reg +2.40 ---------- misc Stam/turn +0.60 Light +3 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 173.05 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 103.77 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +9 (+4 eff.) Acc +10 (+10 eff.) Apr +12 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd 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 134% 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. Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 20 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This natural sand should be returned to the wyrm. Power 13.5 - 14.9 Nature Uses 85% Wil, 47% Cun Mastery Psiblades Acc uses Wil Apr +62 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+3 eff.) Dmg.mod +10% physical +6% mind +5% darkness Res.pen +4% physical Melee Ret 10 physical 5 mind 8 darkness ----- def ----- Resists +9% physical Burrow: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% light Melee Ret 8 mind ----- def ----- Defense +11 (+6 eff.) Resists +9% light Stealth +10 Heal/summ +30 ---------- misc Equi/ret +0.16 Light +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This natural frost should be returned to the wyrm. Power 13.5 - 14.9 Mind Uses 85% Wil, 47% Cun Mastery Psiblades Acc uses Wil Apr +62 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+3 eff.) Dmg.mod +4% cold +4% mind +5% darkness Res.pen +9% cold Melee Ret 4 ice 2 mind 4 darkness ----- def ----- Armour +9 Resists +9% cold 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. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 474.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +12% Cut- +40% Heal: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +4% fire +4% lightning +5% cold Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -6% HP.reg +1.50 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +22% ---------- misc Max.enc +21 Mana/turn +0.10 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% lightning ----- def ----- Armour +8 Resists +26% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Spell.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Spell.save +8 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 10.0 - 11.0 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +4 darkness On Crit.r2 +4 darkness While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +9% darkness +9% mind ----- def ----- Resists +9% mind +12% darkness Phys.save +5 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.00 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +10% 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +4 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) Disease- +16% ---------- misc Equi/ret +0.50 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. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.14 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% blight Melee Ret 20 light On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight Max.HP +38.00 ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag +5 Wil ----- def ----- Defense +10 (+5 eff.) Resists +3% blight +5% arcane +6% light Phys.save +5 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str dps ---------- Melee Ret 5 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 68.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +5% cold +6% nature ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +3 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% fire +6% cold +5% lightning A cap made of leather. |
![]() 3.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +8% nature Spell.save +4 (+1 eff.) Max.HP +51.00 Heal.mod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +10% blight +7% darkness ---------- misc Light +3 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 8 fire ----- def ----- Armour +6 Resists +3% light +2% physical Teleport- +5% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 133 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 382.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Achievements
By Postrobbio the Dwarf Summoner level 29
7th Profit 123rd year of Ascendancy at 20:22 see stats
By Postrobbio the Dwarf Summoner level 17
23rd Shortage 122nd year of Ascendancy at 23:24 see stats
By Postrobbio the Dwarf Summoner level 26
34th Stralite 123rd year of Ascendancy at 07:21 see stats
By Postrobbio the Dwarf Summoner level 32
13rd Wealth 123rd year of Ascendancy at 07:08 see stats
By Postrobbio the Dwarf Summoner level 31
6th Wealth 123rd year of Ascendancy at 10:22 see stats
By Postrobbio the Dwarf Summoner level 27
38th Stralite 123rd year of Ascendancy at 06:17 see stats
By Postrobbio the Dwarf Summoner level 11
25th Profit 122nd year of Ascendancy at 17:04 see stats
By Postrobbio the Dwarf Summoner level 30
45th Profit 123rd year of Ascendancy at 21:09 see stats
By Postrobbio the Dwarf Summoner level 16
20th Shortage 122nd year of Ascendancy at 13:35 see stats
By Postrobbio the Dwarf Summoner level 28
17th Voratun 123rd year of Ascendancy at 16:17 see stats
By Postrobbio the Dwarf Summoner level 25
29th Stralite 123rd year of Ascendancy at 20:35 see stats
By Postrobbio the Dwarf Summoner level 17
23rd Shortage 122nd year of Ascendancy at 22:40 see stats
By Postrobbio the Dwarf Summoner level 10
3rd Profit 122nd year of Ascendancy at 21:15 see stats
By Postrobbio the Dwarf Summoner level 20
38th Steel 123rd year of Ascendancy at 22:26 see stats
By Postrobbio the Dwarf Summoner level 30
37th Profit 123rd year of Ascendancy at 02:38 see stats
By Postrobbio the Dwarf Summoner level 29
30th Profit 123rd year of Ascendancy at 17:10 see stats
By Postrobbio the Dwarf Summoner level 12
9th Loss 122nd year of Ascendancy at 13:57 see stats
By Postrobbio the Dwarf Summoner level 28
3rd Voratun 123rd year of Ascendancy at 13:02 see stats
By Postrobbio the Dwarf Summoner level 22
12nd Stralite 123rd year of Ascendancy at 03:50 see stats
By Postrobbio the Dwarf Summoner level 31
1st Wealth 123rd year of Ascendancy at 01:40 see stats
By Postrobbio the Dwarf Summoner level 4
18th Voratun 122nd year of Ascendancy at 09:30 see stats
By Postrobbio the Dwarf Summoner level 17
23rd Shortage 122nd year of Ascendancy at 23:24 see stats
By Postrobbio the Dwarf Summoner level 32
17th Wealth 123rd year of Ascendancy at 19:02 see stats
By Postrobbio the Dwarf Summoner level 9
2nd Profit 122nd year of Ascendancy at 10:48 see stats
By Postrobbio the Dwarf Summoner level 17
23rd Shortage 122nd year of Ascendancy at 23:24 see stats
By Postrobbio the Dwarf Summoner level 19
27th Steel 123rd year of Ascendancy at 10:08 see stats
By Postrobbio the Dwarf Summoner level 10
6th Profit 122nd year of Ascendancy at 21:36 see stats
By Postrobbio the Dwarf Summoner level 30
45th Profit 123rd year of Ascendancy at 08:24 see stats
By Postrobbio the Dwarf Summoner level 23
21st Stralite 123rd year of Ascendancy at 10:37 see stats
By Postrobbio the Dwarf Summoner level 25
33rd Stralite 123rd year of Ascendancy at 10:25 see stats
Log
Stone golem cover of leaves falls apart.
Xuthra the mass of parasitic leeches receives 31 healing.
Xuthra the mass of parasitic leeches hits Black jelly for 120 physical damage.
Parasitic Leeches from Xuthra the mass of parasitic leeches hits Black jelly for 15 physical, 15 acid (32 total damage).
Skeleton master archer burns with dark flames.
Something hits Black jelly for 30 fire, 30 physical, 30 fire, 30 physical (121 total damage).
Something hits Skeleton master archer for 33 fire, 33 physical, 33 fire, 33 physical (134 total damage).
Skeleton master archer stops burning.
Skeleton master archer uses Pinning Shot.
Skeleton master archer's Pinning Shot misses stone golem.
Black jelly stops burning.
Black jelly burns with dark flames.
Talent Stun is ready to use.
Parasitic Leeches from Xuthra the mass of parasitic leeches hits Black jelly for 15 physical, 15 acid (32 total damage).
Skeleton master archer decays into a pile of ash!
Skeleton master archer says: 'The pain, the PAAAAAIN!'
Black jelly stops burning.
Black jelly burns with dark flames.
Parasitic Leeches from Xuthra the mass of parasitic leeches hits Black jelly for 15 physical, 15 acid (32 total damage).
There is an exit to the worldmap here (press '' or right click to use).
stone golem receives 82 healing from Unstoppable.
There is an exit to the worldmap here (press '' or right click to use).
Your summoned stone golem disappears.
Character control switched to Postrobbio.
Saving game...