










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 | Halfling |
| Class | Rogue |
| Level / Exp | 23 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by poison gas trap at level 9 on the 5th Flare 122nd year of Ascendancy at 18:16 / 2Killed by dreaming horror at level 23 on the 3rd Allure 123rd year of Ascendancy at 10:23 |
Primary Stats
| Strength | 22 (base 19) |
| Dexterity | 44 (base 33) |
| Constitution | 23 (base 22) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 61 (base 47) |
Resources
| Life | -7/568 |
| Stamina | 101/181 |
| Equilibrium | 10 |
| Healing Factor | 1.1010362694302 |
| Regeneration | 4.9239570011412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -995 |
| Infravision | 5 |
| See Stealth | 40.882121981944 |
| See Invisible | 40.882121981944 |
| Stealth | 35.026536522787 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 42 |
| Crit Chance | 29% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Nature | +6% |
| Darkness | +5% |
| Blight | +3% |
| Physical | +5% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 27 (38.536585365854%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 21 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 23%( 70%) |
| Darkness | + 25%( 70%) |
| Cold | + 21%( 70%) |
| Physical | -10%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 550% 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 Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.49 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Apply Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 22%. Distortion |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 71 - 100 Accuracy: 56 (knife) APR: 5 Crit Chance: +32% Crit mult: 183% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Fatigue from poor sleep, dealing 28.71 mind damage per turn. Restless Night |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 53%. Exhaustion |
| detrimental effect | The target is being ravaged by distortion, taking 37.45 physical damage each turn. Ravage |
| beneficial effect | The target is wide awake and has 29% resistance to sleep effects. Insomnia |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | 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 gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Issemachak (21 def, 11 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% mind ----- def ----- Armour +11 Defense +21 (+7 eff.) Fatigue -3% Phys.save +11 (+5 eff.) Mind.save +20 (+7 eff.) Heal/summ +20 ---------- misc Max.enc +49 Psi/ret +0.08 Infravis +2 Evasion: (Instant) Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Chaliblek the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +44.00 ---------- misc Max.psi +20.00 Light +2 Telepathy Humanoid/Orc 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 | Samychak the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +20% light +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Gleamumbra' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid ---------- misc Stam/turn +0.20 Light +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | steel torque of kinetic psionic shield [power 51] (9/14 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| 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 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 27 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 19 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 | gold amulet of perfection (0.19 Cunning / Poisons,0.19 Cunning / Dirty fighting)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.19 Cunning/Poisons +0.19 Cunning/Dirty fighting Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 6 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 25.44 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Spell.save +6 (+3 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Belildatta the Blindwrither (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature Power 13.0 - 16.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 insidious poison +6 temporal +4 nature +8 blight While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% light On Hit (Melee): * 15% chance to blind Sharp, short and deadly. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Jetvein (3 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +6% nature Res.pen +5% nature Melee Ret 20 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +8% acid +8% physical +12% darkness +13% fire +7% cold +5% lightning A suit of armour made of leather. |
Inventory
sun infusion of the titan (rad 5; power 34; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the titan (32 cold damage; freeze 3 turns with power 34)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 32.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 34 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 8; power 26; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 7; power 17; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 10; dur 17; see animal)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any animal around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Neruta0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +6 Mag +2 Cun ----- def ----- Resists +22% light +10% darkness Blind- +25% ---------- misc See.Invis +3 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... |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
copper amulet of mastery (0.10 Cunning / Artifice)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cunning/Artifice Amulets can have magical properties. |
insulating copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% cold +10% fire Heal.mod +11% Cut- +50% Heal: Puts all charms on 24 cooldown Level 1.0 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating copper amulet of mastery (0.10 Cunning / Lethality)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% cold +11% fire ---------- misc Masteries +0.10 Cunning/Lethality Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +22% Amulets can have magical properties. |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets can have magical properties. |
steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets can have magical properties. |
copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.40 Stun/Frz- +21% Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +23% Rings can have magical properties. |
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. |
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 steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +8 Rings can have magical properties. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
steel dagger (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel longsword 'Lightgrinder' (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 light Against +11% Undead On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +9% light +15% temporal ----- def ----- Resists +9% light Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
balanced steel mace of massacre (21.5-30.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +24% Blunt and deadly. |
mighty cured leather sling4.0 T2 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of daylight (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +9% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% One-handed war axes. |
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. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% arcane Spell.save +15 (+8 eff.) A suit of armour made of mail. |
steel shield of resilience (6 def, 2 armour, 38 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Max.HP +51.00 ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of ash arrows (20/20, 20-28 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
7 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. |
66 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Balahor (dig speed 29 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +3% mind Res.pen +15% physical ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +42.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 17 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 22.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 22.16 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 134 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. |
Dimwarden [power 33] (9/20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +9% darkness Res.pen +10% nature +5% darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Teleport randomly (rad 33) Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Olukhad [power 37] (9/11 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +9% darkness +3% acid Stun/Frz- +10% ---------- misc Wards +1 physical +1 mind +2 darkness Talents +1 Silence +1 Ward Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 37 for 7 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of clear mind [power 1] (9/5 cooldown)2.0 T1 torque charm [Ego] Psionic Absorb and nullify at most 1 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 45] (9/14 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of cure ailments [power 3] (9/9 cooldown)2.0 T2 totem charm [Ego+] Nature Remove up to 3 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. |
tentacled yew totem of thorny skin [power 41] (9/14 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
4 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. |
6 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. |
6 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Meneno the Halfling Rogue level 19
57th Haze 122nd year of Ascendancy at 08:20 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meneno the Halfling Rogue level 7
5th Mirth 122nd year of Ascendancy at 01:56 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Meneno the Halfling Rogue level 18
76th Dusk 122nd year of Ascendancy at 09:22 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Meneno the Halfling Rogue level 21
2nd Allure 123rd year of Ascendancy at 05:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Meneno the Halfling Rogue level 10
2nd Dusk 122nd year of Ascendancy at 14:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Meneno the Halfling Rogue level 20
65th Haze 122nd year of Ascendancy at 19:05 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Meneno the Halfling Rogue level 19
30th Haze 122nd year of Ascendancy at 09:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Meneno the Halfling Rogue level 9
5th Flare 122nd year of Ascendancy at 20:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Meneno the Halfling Rogue level 9
8th Flare 122nd year of Ascendancy at 20:07 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Meneno the Halfling Rogue level 19
57th Haze 122nd year of Ascendancy at 20:58 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meneno the Halfling Rogue level 17
52nd Dusk 122nd year of Ascendancy at 17:16 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Meneno the Halfling Rogue level 9
5th Flare 122nd year of Ascendancy at 18:16 see stats
Log
Dreaming horror receives 4 healing (8 psi heal).
Dreaming horror uses Distortion Wave.
Meneno tries to evade attacks.
Meneno resists the knockback!
Meneno is stunned!
Dreaming horror hits Meneno for 150 physical damage.
Meneno uses Infusion: Movement.
Meneno is moving freely.
Meneno is moving at extreme speed!
Dreaming horror uses Distortion Bolt.
Meneno deflects the projectile from Dreaming horror to the west!
Restless Night from Dreaming horror hits Meneno for 32 mind damage.
Ravage from Dreaming horror hits Meneno for 47 physical damage.
Dreaming horror receives 4 healing (8 psi heal).
Meneno activates Stealth.
Meneno slows down.
Meneno resists the mind attack!
Meneno's awareness returns to normal.
Restless Night from Dreaming horror hits Meneno for 16 mind damage.
Ravage from Dreaming horror hits Meneno for 47 physical damage.
Meneno is no longer evading attacks.
Restless Night from Dreaming horror hits Meneno for 32 mind damage.
Ravage from Dreaming horror hits Meneno for 47 physical damage.
Meneno activates Trained Reactions.
Saving game...





































































































