









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 | Archmage |
| Level / Exp | 21 / 95% |
| Size | small |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 60th Haze 122nd year of Ascendancy at 00:15 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 17 (base 10) |
| Constitution | 47 (base 32) |
| Magic | 55 (base 41) |
| Willpower | 35 (base 29) |
| Cunning | 25 (base 11) |
Resources
| Life | -23/544 |
| Mana | 173/236 |
| Healing Factor | 1.2557603686637 |
| Regeneration | 0.31394009216592 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 8.2856266052546 |
| See Invisible | 19.257290266374 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 19 |
| Crit Chance | 41% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Light | +5% |
| Cold | +12% |
| Arcane | +6% |
| Fire | +22% |
| All | +2% |
Offense: Damage Penetration
| Cold | +8% |
| Light | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 9 |
| Physical Save | 36 |
| Spell Save | 43 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 49%( 70%) |
| Nature | + 20%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 23%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1011% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Water | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Keen Senses |
| talent | Shielding |
| talent | Blur Sight |
| beneficial effect | The target's luck and cunning combine to grant it 24% higher critical chance and 24 saves. Halflings's Luck |
| beneficial effect | The mana surge engulfs the target, regenerating 6.07 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 34.80 to 104.39 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | Reduces all incoming lightning, blight, mind, darkness damage by 25. Charged Psionic Shield |
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. | active |
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by ArdeToroya. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. 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 snow giant kidney. * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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 | Ulfunarileg the Shadenigh (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Mag +4 Cun +2 Con dps ---------- Phys.pwr +3 (+2 eff.) Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Scabgrind [power 25] (16/20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light +10% nature ----- def ----- Resists +12% nature Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | wizard's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +6 (+2 eff.) Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +13 Mana/turn +0.10 Max.mana +31.00 Infravis +3 A belt that goes around your waist. |
| In main hand | Islytta the yew magestaff (26-31.2 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Acc +4 (+2 eff.) ---------- misc Stam/turn +0.40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic iron gauntlets of magic (+3) (0 def, 4 armour)1.5 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +44.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold +2% all Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Viledash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Wil +2 Mag dps ---------- Melee Ret 8 nature ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Heal/summ +20 ---------- misc Max.mana +45.00 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. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Fatigue +2% Crit.chn- 10% ---------- misc Masteries +0.20 Technique/Battle tactics Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
heroism infusion of the warrior (+7 for 8 turns, die at -197)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -197 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. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1365% regen over 10 turns; 68 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1365% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
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 steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +21% Amulets can have magical properties. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
restful copper amulet of mastery (0.11 Spell / Storm)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.11 Spell/Storm Amulets can have magical properties. |
stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +22% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +25% Amulets can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 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 16 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. |
Ulfiredil0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind Res.pen +5% mind Melee Ret 16 mind ----- def ----- Resists +20% mind +6% acid Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
steel ring of blight (+11%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings can have magical properties. |
greater yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt of transcendence1.0 T3 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +7% temporal Phys.save +7 (+4 eff.) A belt that goes around your waist. |
linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shockdash (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +6% lightning Res.pen +20% lightning +5% mind Melee Ret 12 lightning ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 125.81 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
linen wizard hat 'Lisovea' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Blind- +10% ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
8 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
151 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blastjam (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Crit.mult +6.00% Dmg.mod +3% lightning +9% physical ----- def ----- Fatigue -5% Phys.save +12 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% cold +6% arcane +6% fire ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.01 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Gilodevon the steel torque of kinetic psionic shield [power 53] (16/20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +20 (+8 eff.) ---------- misc Psi/ret +0.16 Max.psi +20.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Uliroddatar the Tempestlady [power 21] (16/30 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% lightning Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (16/10 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 10 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of thermal psionic shield [power 61] (16/23 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 61 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
warded ash totem of cure ailments [power 2] (16/10 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +2 nature +3 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
webbed ash totem of thorny skin [power 27] (16/20 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
13 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered yew wand of firewall [power 293] (16/8 cooldown)2.0 T3 wand charm [Ego+] Arcane Creates a wall of flames lasting 4 turns (dealing 357 fire damage overall) Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns 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 ArdeToroya the Halfling Archmage level 18
66th Dusk 122nd year of Ascendancy at 21:42 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ArdeToroya the Halfling Archmage level 9
8th Mirth 122nd year of Ascendancy at 09:13 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By ArdeToroya the Halfling Archmage level 18
66th Dusk 122nd year of Ascendancy at 10:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ArdeToroya the Halfling Archmage level 10
3rd Flare 122nd year of Ascendancy at 01:42 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By ArdeToroya the Halfling Archmage level 20
75th Dusk 122nd year of Ascendancy at 21:22 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By ArdeToroya the Halfling Archmage level 3
74th Pyre 122nd year of Ascendancy at 22:22 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ArdeToroya the Halfling Archmage level 20
16th Haze 122nd year of Ascendancy at 22:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By ArdeToroya the Halfling Archmage level 9
3rd Summertide 122nd year of Ascendancy at 17:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By ArdeToroya the Halfling Archmage level 18
72nd Dusk 122nd year of Ascendancy at 19:43 see stats
Log
ArdeToroya tries to evade attacks.
ArdeToroya is caught inside a Hurricane.
ArdeToroya's cleansing fire area effect hits ArdeToroya for 54 fire damage.
Something hits ArdeToroya for 284 lightning damage.
ArdeToroya is dazed!
ArdeToroya is not dazed anymore.
Hurricane from Urkis, the High Tempest hits ArdeToroya for 56 lightning damage.
ArdeToroya casts Arcane Reconstruction.
ArdeToroya receives 302 healing.
Hurricane from Urkis, the High Tempest hits ArdeToroya for 110 lightning damage.
ArdeToroya casts Teleport.
Hurricane from Urkis, the High Tempest hits ArdeToroya for 86 lightning damage.
ArdeToroya uses Scabgrind!
Hurricane from Urkis, the High Tempest hits ArdeToroya for (25 resist armour), 39 lightning (40 total damage).
ArdeToroya uses Luck of the Little Folk.
ArdeToroya seems more aware.
ArdeToroya is no longer evading attacks.
Hurricane from Urkis, the High Tempest hits ArdeToroya for (25 resist armour), 49 lightning (50 total damage).
Hurricane from Urkis, the High Tempest hits ArdeToroya for (25 resist armour), 53 lightning (53 total damage).
ArdeToroya wears (replacing mule's copper ring of power): titan's copper ring of lightning (+22%).
Hurricane from Urkis, the High Tempest hits ArdeToroya for (25 resist armour), 69 lightning (69 total damage).
ArdeToroya wears (replacing greater yew magestaff of might (20-24 power, 4 apr, cold element)): Islytta the yew magestaff (26-31.2 power, 4 apr, fire element).
Saving game...































































































