









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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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! 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 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:
Showing Items Tier in Inventory 1.5.5This 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 15 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 15 on the 74th Dusk 122nd year of Ascendancy at 04:25 / 1 |
Primary Stats
| Strength | 41 (base 34) |
| Dexterity | 11 (base 10) |
| Constitution | 31 (base 22) |
| Magic | 39 (base 26) |
| Willpower | 17 (base 11) |
| Cunning | 18 (base 11) |
Resources
| Life | -263/577 |
| Stamina | 112/159 |
| Vim | 43/89 |
| Healing Factor | 1.3360021321962 |
| Regeneration | 1.402802238806 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +124.43706584598% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 21.26912206948 |
| See Invisible | 21.26912206948 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 26 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +19% |
| Mind | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Fire | +25% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 24.335093952971 (48.103448275862%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 19 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 9%( 70%) |
| All | + 4%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 21%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Teleport Resistance | 40% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| 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 424% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 270 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 4 for 9 turns. While Heroism is active, you will only die when reaching -100 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Share the Pain |
| talent | Eternal Suffering |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| beneficial effect | Increases global action speed by 24%. Speed |
| beneficial effect | Reduces all incoming physical, nature, acid, temporal damage by 27. Kinetic Psionic Shield |
| beneficial effect | Increases your three highest stats by 4 and keeps you from dying even if your life drops to -100. Heroism |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Aridokhad' (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to disease * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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 (64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | leafwalker's rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Spell.save +3 (+2 eff.) Max.HP +45.00 Heal.mod +13% A cap made of leather. |
| Tool | iron torque of kinetic psionic shield [power 27] (18/18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings can have magical properties. |
| On fingers | Sewerimmortal the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +15% arcane ----- def ----- Resists +3% nature +5% arcane Rings can have magical properties. |
| Around waist | Firekill1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +9% light +6% cold HP.reg +0.80 Heal.mod +11% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword 'Ulfyvon' (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 insidious poison While equipped: ----- def ----- Resists +3% acid +3% temporal Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Teleport- +40% Massive two-handed swords. |
| On hands | Searwind the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +3% acid +12% fire +6% light Res.pen +15% fire Melee Ret 16 fire ----- def ----- Armour +2 Resists +7% acid ---------- misc Light +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel mail armour 'Olofang' (3 def, 16 armour)14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +16 Defense +3 (+3 eff.) Fatigue +16% Resists +3% nature +7% physical Phys.save +17 (+7 eff.) Spell.save +10 (+5 eff.) Disease- +10% ---------- misc Equi/ret +0.12 A suit of armour made of mail. |
| Cloak | linen cloak 'Shinespiker' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 12 light ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Max.HP +31.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +12% cold +16% fire Amulets can have magical properties. |
Inventory
Barugrim the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Lck +3 Wil dps ---------- Dmg.mod +15% acid Acc +8 (+4 eff.) Melee Ret 8 mind ----- def ----- Defense +7 (+7 eff.) Resists +6% acid Unseen.red 11% ---------- misc Max.hate +4.00 Max.psi +10.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of mastery (0.10 Corruption / Heart of Fire)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +21% ---------- misc Masteries +0.10 Corruption/Heart of Fire Amulets can have magical properties. |
serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+6 eff.) Unseen.red 11% Amulets can have magical properties. |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +22% Amulets can have magical properties. |
stabilizing steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% temporal Pinning- +24% Knockbk- +20% Amulets can have magical properties. |
mule's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -4% Resists +20% cold ---------- misc Max.enc +21 Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Arcane Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 arcane silence While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +8% arcane +4% all Amethyst: Arcane Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
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. |
Beluwyn the Unlighthunter (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +6 (+6 eff.) Resists +6% darkness +6% lightning Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrerasetira the Cindersmasher (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% fire Acc +11 (+6 eff.) Melee Ret 8 fire ----- def ----- Armour +1 Resists +5% arcane Poison- +10% Pinning- +10% Stun/Frz- +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Cyrosewe the Heatspawn (0 def, 5 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Res.pen +20% fire ----- def ----- Armour +5 Resists +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ivowyn the rough leather gloves (9 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Resists +6% lightning +6% cold +3% blight +12% fire Silence- +10% Disarm- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +5% fire A cap made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Eclipsevenom the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +10% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +5 (+5 eff.) Fatigue +24% Resists +24% lightning +15% darkness A suit of armour made of metal plates. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dawnvice (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 8 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +3% darkness +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 23 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
overpowered iron torque of thermal psionic shield [power 43] (18/27 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of mindblast [power 109] (18/5 cooldown)2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 6 beam dealing 54.50 to 109.00 mind damage Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (18/9 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 32] (18/23 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure ailments [power 2] (18/9 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +2 nature +1 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ENagon the Shalore Doombringer level 9
8th Flare 122nd year of Ascendancy at 13:16 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By ENagon the Shalore Doombringer level 5
77th Pyre 122nd year of Ascendancy at 17:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ENagon the Shalore Doombringer level 10
22nd Dusk 122nd year of Ascendancy at 05:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By ENagon the Shalore Doombringer level 9
4th Dusk 122nd year of Ascendancy at 02:57 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By ENagon the Shalore Doombringer level 8
9th Mirth 122nd year of Ascendancy at 12:22 see stats
Log
ENagon is moving at extreme speed!
Insidious Poison from Xanabrenn the gigantic gravity worm hits ENagon for 0 physical, 0 nature (1 total damage).
Xanabrenn the gigantic gravity worm casts Gravity Spike.
ENagon resists the knockback!
Xanabrenn the gigantic gravity worm hits ENagon for 77 physical damage.
Burning from ENagon hits Xanabrenn the gigantic gravity worm for 4 fire damage.
Insidious Poison from ENagon hits Xanabrenn the gigantic gravity worm for 0 nature damage.
ENagon slows down.
Insidious Poison from Xanabrenn the gigantic gravity worm hits ENagon for 0 physical, 0 nature (1 total damage).
Burning from ENagon hits Xanabrenn the gigantic gravity worm for 4 fire damage.
Insidious Poison from ENagon hits Xanabrenn the gigantic gravity worm for 0 nature damage.
Insidious Poison from Xanabrenn the gigantic gravity worm hits ENagon for 0 physical, 0 nature (1 total damage).
ENagon is not stunned anymore.
Talent Hope Wanes is ready to use.
Talent Fiery Aegis is ready to use.
Talent Fearfeast is ready to use.
Insidious Poison from Xanabrenn the gigantic gravity worm hits ENagon for 0 physical, 0 nature (1 total damage).
ENagon no longer has a cursed wound.
Talent Draining Assault is ready to use.
Talent Incinerating Blows is ready to use.
Insidious Poison from Xanabrenn the gigantic gravity worm hits ENagon for 0 physical, 0 nature (1 total damage).
ENagon uses iron torque of kinetic psionic shield!
Sandworm Queen is moving less freely.
Sandworm Queen breathes sand!
Saving game...
























































































