










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This 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 Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 23 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 38th Regrowth 123rd year of Ascendancy at 08:47 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 61 (base 51) |
| Dexterity | 48 (base 45) |
| Constitution | 25 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -105/868 |
| Stamina | 171/226 |
| Equilibrium | 0 |
| Healing Factor | 1.6153846153846 |
| Regeneration | 76.129114346629 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 53 |
| Crit Chance | 9% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Blight | +6% |
| Physical | +5% |
| Mind | +12% |
| Nature | +3% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +10% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 59.980387509038 (93.924050632911%) |
| Defense | 43 |
| Ranged Defense | 48 |
| Fatigue | 10 |
| Physical Save | 44 |
| Spell Save | 22 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 34%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 45%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 48%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 20%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 25% |
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 143 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 29% resistance against lightning. Resolve |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | A flow of life spins around the target, regenerating 42.16 life per turn. Regeneration |
| detrimental effect | The target is in the center of a lightning hurricane, doing 32.44 to 97.31 lightning damage to itself and others around every turn. Hurricane |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 |
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. | 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. You have been shown a secret entrance to his stronghold. | 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 pouch of luminous horror dust. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 | Chiyayon the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Apr +2 ----- def ----- Armour +5 Fatigue +2% Resists +7% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Scumlash (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +20% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloomqueen the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% darkness Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +9% mind +3% darkness Phys.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 14 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Gunne0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% blight Res.pen +10% arcane Apr +4 ----- def ----- Fatigue -6% Die.at -80.00 life HP.reg +1.30 Heal.mod +20% Amulets can have magical properties. |
| In main hand | Scumarc (43-60.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 physical On Hit.r1 +4 physical While equipped: dps ---------- Res.pen +20% nature ----- def ----- Resists +2% physical One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Gunohor (17 def, 6 armour, 32-38.4 power, 86 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +86 Melee+ +13 cold While equipped: Stats +4 Wil dps ---------- Melee Ret 13 ice ----- def ----- Armour +6 Defense +17 (+5 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +13% cold +12% temporal Confus- +15% Stun/Frz- +25% ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Camuthad the Ashspitter (13 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +7% Dmg.mod +12% mind Res.pen +10% mind Acc +32 (+9 eff.) ----- def ----- Defense +13 (+4 eff.) Fatigue -7% Resists +9% fire Phys.save +13 (+4 eff.) Max.HP +93.00 ---------- misc Max.stam +22.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polymiwen the Jetvengeance (5 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Cun +5 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +16% Max.HP +58.00 ---------- misc See.Invis +9 A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (608% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 608% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
heat beam rune (60 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 60.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (171 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 170.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bleakdash0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Phasing +40% ----- def ----- Fatigue -6% Resists +6% darkness HP.reg +1.90 ---------- misc Mana/s.crit +4.00 Vim/s.crit +1.00 Max.vim +20.00 Amulets can have magical properties. |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) 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 Acc+ +0.5% APR / acc 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. |
thunderous steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.5 - 16.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +4% lightning Sharp, short and deadly. |
thunderous steel greatmaul of crippling (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 16% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Phys.crit +9.0% Res.pen +9% lightning Massive two-handed mauls. |
steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +14% acid Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Gleambreaker the iron longsword (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% fire ----- def ----- Resists +7% acid +7% fire +8% cold +7% lightning Spell.save +5 (+3 eff.) Sharp, long, and deadly. |
chilling steel mace (12-16.8 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 cold Blunt and deadly. |
insidious dwarven-steel mace of persecution (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Disrupt Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 insidious poison Against +6% Unnatural While equipped: Stats +3 Wil Blunt and deadly. |
vined mindstar (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) 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. |
vined mindstar of storms (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +2 Mag +2 Wil +2 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning Res.pen +4% lightning Melee Ret 8 lightning ----- def ----- Resists +6% lightning 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. |
Tarrafast (2 def, 6 armour)2.0 T3 cloth armor [Random Unique] Psionic While equipped: Stats +6 Mag +6 Wil +4 Cun dps ---------- Crit.mult +13.00% Res.pen +10% temporal ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +13% mind +10% darkness +6% light Phys.save +12 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +20 (+8 eff.) Disarm- +10% ---------- misc Mana/turn +0.20 Psi/turn +0.19 Hate/m.crit +3.00 Psi/m.crit +2.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Airwaker the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +11% nature +12% blight A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +14% Resists +7% acid +7% cold Mind.save +11 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
warded steel shield of temporal resistance (+12%) (6 def, 2 armour, 14.5-17.4 power, 40.5 block)7.0 T2 shield armor [Ego+] Arcane/Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% temporal ---------- misc Wards +3 lightning +1 temporal +2 blight +3 fire +2 cold Talents +2 Block +1 Ward Handheld deflection devices. |
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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 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. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Dangdle the Cornac Bulwark level 10
8th Flare 122nd year of Ascendancy at 21:34 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dangdle the Cornac Bulwark level 13
35th Dusk 122nd year of Ascendancy at 02:19 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dangdle the Cornac Bulwark level 17
21st Haze 122nd year of Ascendancy at 03:28 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dangdle the Cornac Bulwark level 21
73rd Haze 122nd year of Ascendancy at 13:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dangdle the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 21:53 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dangdle the Cornac Bulwark level 20
64th Haze 122nd year of Ascendancy at 03:39 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dangdle the Cornac Bulwark level 13
68th Dusk 122nd year of Ascendancy at 13:25 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Dangdle the Cornac Bulwark level 17
17th Haze 122nd year of Ascendancy at 18:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dangdle the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 22:18 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dangdle the Cornac Bulwark level 18
41st Haze 122nd year of Ascendancy at 05:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dangdle the Cornac Bulwark level 18
40th Haze 122nd year of Ascendancy at 08:22 see stats
Log
Hurricane from Urkis, the High Tempest hits Dangdle for 60 lightning damage.
Urkis, the High Tempest casts Lightning.
Dangdle is invigorated by the attack!
Dangdle uses Shield Slam.
Dangdle performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest is weakened by the darkness!
Dangdle hits Urkis, the High Tempest for 70 physical, 19 cold, 52 physical, 19 cold, 52 physical, 19 cold (230 total damage).
Urkis, the High Tempest hits Dangdle for 163 lightning damage.
Dangdle is invigorated by the attack!
Thunderstorm hits Dangdle for 18 lightning damage.
Dangdle is invigorated by the attack!
Dangdle has finished recovering.
Hurricane from Urkis, the High Tempest hits Dangdle for 58 lightning damage.
Dangdle uses Infusion: Regeneration.
Dangdle starts regenerating health quickly.
Dangdle is invigorated by the attack!
Urkis, the High Tempest casts Shock.
Thunderstorm hits Dangdle for 14 lightning damage.
Dangdle is invigorated by the attack!
Urkis, the High Tempest's Shock hits Dangdle for 97 lightning damage.
Dangdle is dazed!
Dangdle is not dazed anymore.
Dangdle is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Dangdle for 52 lightning damage.
Dangdle is invigorated by the attack!
Thunderstorm hits Dangdle for 27 lightning damage.
Urkis, the High Tempest casts Freeze.
Saving game...








































































