









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 | Ghoul |
| Class | Doombringer |
| Level / Exp | 21 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 3rd Allure 123rd year of Ascendancy at 02:03 / 1 |
Primary Stats
| Strength | 59 (base 39) |
| Dexterity | 12 (base 11) |
| Constitution | 52 (base 28) |
| Magic | 31 (base 31) |
| Willpower | 16 (base 10) |
| Cunning | 23 (base 13) |
Resources
| Life | -8/788 |
| Stamina | 52/200 |
| Vim | 62/145 |
| Healing Factor | 1.4037837837838 |
| Regeneration | 6.6679729729729 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 42.511077022655 (88.454810495627%) |
| Defense | 29 |
| Ranged Defense | 30 |
| Fatigue | 18 |
| Physical Save | 33 |
| Spell Save | 16 |
| Mental Save | 19 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Nature | 0%( 70%) |
| Blight | -6%( 70%) |
| Cold | -3%( 70%) |
| Fire | + 35%( 70%) |
| All | -9%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 70% |
| Poison Resistance | 80% |
| Silence Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 54.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 349 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Share the Pain |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is purified by fire, losing 4.17% of their max health per turn. Cleansing flames |
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 lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
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 failed to protect the repented thief from death by fire drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Adeyabeth the brown bear. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. 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 bear paw. * '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.' * 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: * You've found the needed xorn fragment. * You've found the needed green worm. * You've found the needed honey tree root. 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.' * You've found the needed black mamba head. * '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.' | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | miner's pair of iron boots of uncanny dodging (3 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 Heal.mod +12% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 23 out of 31/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 49.84 fire and 43.93 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | iron torque of charged psionic shield [power 25] (5/18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | 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 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 22/50. 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 13 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. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Lisessra1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Crit.mult +6.00% Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% cold +6% fire Disease- +5% A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Silamira' (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master/Psionic Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +10% physical Res.pen +12% physical Acc +12 (+6 eff.) Apr +9 ----- def ----- Armour +2 Defense +12 (+6 eff.) Resists +3% blight +9% nature Phys.save +3 (+1 eff.) Silence- +5% Disarm- +27% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed mauls. |
| On hands | sand iron gauntlets of regeneration (0 def, 7 armour)1.5 T1 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 HP.reg +1.50 ---------- misc Stam/turn +0.40 Psi/turn +0.12 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rejuvenating dwarven-steel plate armour of lightning resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +15% lightning HP.reg +3.00 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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 cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +21% Disease- +28% Amulets can have magical properties. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
restful steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -6% HP.reg +1.60 Amulets can have magical properties. |
stabilizing steel amulet of mastery (0.14 Corruption / Wrath)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% temporal Pinning- +25% Knockbk- +26% ---------- misc Masteries +0.14 Corruption/Wrath Amulets can have magical properties. |
steel amulet 'Glatira'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +24% mind Res.pen +25% arcane ----- def ----- Resists +5% arcane Phys.save +7 (+3 eff.) Max.HP +47.00 HP.reg +1.20 Amulets can have magical properties. |
steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
warrior's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Arthantir the Cinderserpent0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% light +24% fire Res.pen +15% fire ----- def ----- Defense +4 (+2 eff.) ---------- misc Light +3 Rings can have magical properties. |
Elassra the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Resists +9% nature +3% darkness Mind.save +3 (+2 eff.) Blind- +10% Cut- +15% Pinning- +5% Teleport- +25% Rings can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+5 eff.) Rings can have magical properties. |
arcing steel greatsword of massacre (32.5-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
insidious dwarven-steel greatsword of massacre (43.5-69.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 43.5 - 69.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +21 insidious poison Massive two-handed swords. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unlightquench (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature On Hit.r1 +8 darkness On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +18% darkness ----- def ----- Resists +12% darkness +3% lightning One-handed war axes. |
Bethoriama1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% blight Res.pen +20% blight +5% arcane ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Max.vim +10.00 A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +5 A belt that goes around your waist. |
Erelemnir (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +5% arcane +10% cold +6% nature +9% fire Spell.save +9 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashknave the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Defense +12 (+6 eff.) Resists +12% acid +6% fire +5% arcane +12% cold Phys.save +8 (+4 eff.) Spell.save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
temporal rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chargenull (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Wil +3 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +4% Resists +17% blight +3% darkness Mind.save +13 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightwither the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
Velurabeth (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue -3% ---------- misc Light +3 A cap made of leather. |
enlightening steel plate armour of Eyal (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Mind.save +12 (+6 eff.) Max.HP +46.00 HP.reg +1.30 Heal.mod +14% A suit of armour made of metal plates. |
steel plate armour 'Forestvault' (4 def, 9 armour)17.0 T2 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% temporal On Hit (Melee): * Slows global speed by 15% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Max.HP +31.00 Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
Darkenvy (22/22, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +14 Apr +7 Crit +1.5% Capacity 22 Ranged+ +8 lightning +36 darkness On Hit.r1 +12 darkness On Crit.r2 +4 darkness On Hit: * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
Goreglamour the quiver of ash arrows (15/15, 20-28 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 20.0 - 28.0 Nature Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 15 Ranged+ +11 bleed +16 mind +12 nature On Hit.r1 +12 mind +16 nature On Crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Arrows are used with bows to pierce your foes to death. |
11 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. |
252 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. |
10 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glodassra (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +15% acid Res.pen +10% acid +11% physical ----- def ----- Max.HP +30.00 Heal.mod +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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. |
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. |
Ebonywreck the iron torque of clear mind [power 1] (5/9 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 12 darkness Absorb and nullify at most 1 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. |
psionic iron torque of kinetic psionic shield [power 25] (5/18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of thermal psionic shield [power 47] (5/18 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 17] (5/18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of cure ailments [power 2] (5/9 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 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. |
9 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. |
10 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. |
7 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 PapitoDoom the Ghoul Doombringer level 9
3rd Dusk 122nd year of Ascendancy at 15:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By PapitoDoom the Ghoul Doombringer level 16
40th Haze 122nd year of Ascendancy at 02:12 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By PapitoDoom the Ghoul Doombringer level 10
12nd Dusk 122nd year of Ascendancy at 03:35 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By PapitoDoom the Ghoul Doombringer level 20
67th Haze 122nd year of Ascendancy at 18:09 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By PapitoDoom the Ghoul Doombringer level 11
19th Dusk 122nd year of Ascendancy at 01:50 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By PapitoDoom the Ghoul Doombringer level 21
71st Haze 122nd year of Ascendancy at 22:38 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By PapitoDoom the Ghoul Doombringer level 5
6th Mirth 122nd year of Ascendancy at 21:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By PapitoDoom the Ghoul Doombringer level 8
1st Flare 122nd year of Ascendancy at 08:19 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By PapitoDoom the Ghoul Doombringer level 16
26th Haze 122nd year of Ascendancy at 21:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By PapitoDoom the Ghoul Doombringer level 19
49th Haze 122nd year of Ascendancy at 20:15 see stats
Log
Urkis, the High Tempest is no longer pinned.
Urkis, the High Tempest is not stunned anymore.
Urkis, the High Tempest misses PapitoDoom.
PapitoDoom leeches life from Urkis, the High Tempest!
PapitoDoom receives 8 healing from Urkis, the High Tempest.
Thunderstorm hits PapitoDoom for 20 lightning damage.
Burning from PapitoDoom hits Urkis, the High Tempest for 20 fire damage.
PapitoDoom uses Disarm.
Urkis, the High Tempest is disarmed!
PapitoDoom hits Urkis, the High Tempest for 81 physical, 5 physical, 12 fire, 48 fire (148 total damage).
Hurricane from Urkis, the High Tempest hits PapitoDoom for 106 lightning damage.
PapitoDoom resists!
Urkis, the High Tempest casts Shock.
PapitoDoom leeches life from Urkis, the High Tempest!
PapitoDoom receives 14 healing from Urkis, the High Tempest.
Thunderstorm hits PapitoDoom for 44 lightning damage.
Burning from PapitoDoom hits Urkis, the High Tempest for 33 fire damage.
PapitoDoom resists!
Urkis, the High Tempest's Shock hits PapitoDoom for 190 lightning damage.
Talent Incinerating Blows is ready to use.
Hurricane from Urkis, the High Tempest hits PapitoDoom for 88 lightning damage.
PapitoDoom casts Cauterize Spirit.
The Hurricane around PapitoDoom dissipates.
PapitoDoom is purified by fire.
PapitoDoom casts Reckless Strike.
PapitoDoom's spell attains critical power!
PapitoDoom hits Urkis, the High Tempest for 305 physical, 7 physical, 21 fire (334 total damage).
Saving game...










































































































