










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 | Cornac |
| Class | Rogue |
| Level / Exp | 25 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 20 on the 1st Wintertide 123rd year of Ascendancy at 08:53 / 2Killed by elven cultist at level 25 on the 8th Regrowth 123rd year of Ascendancy at 07:21 |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 27.27830378167 (base 38) |
| Constitution | 23.486504017193 (base 32) |
| Magic | 14 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 55 (base 41) |
Resources
| Life | -375/569 |
| Stamina | 48/122 |
| Equilibrium | 50 |
| Healing Factor | 1.314553835052 |
| Regeneration | 5.0610322649501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 39.172317758494 |
| See Invisible | 39.172317758494 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 53 |
| Crit Chance | 37% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 53 |
| Crit Chance | 38% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Darkness | +5% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 27 (64.692942254812%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 13 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | -9%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 4%( 70%) |
| Darkness | + 17%( 70%) |
| Cold | + 6%( 70%) |
| Fire | + 16%( 70%) |
| All | -12%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Confusion Resistance | 31% |
| Teleport Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -301 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Lacerating Strikes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 5 and keeps you from dying even if your life drops to -301. Heroism |
| beneficial effect | Has 3 throwing knives prepared: 3 KnivesRange: 7 Net Damage: 61 - 86 Accuracy: 68 (knife) APR: 25 Crit Chance: +39% Crit mult: 180% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 25 and doing 40.70 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 15 and doing 55.20 blight damage per turn. Rotting Disease |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 15 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved spell save by +4. | 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 Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+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 Horned Horror. * 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. | 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 black mamba head. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 snow giant kidney. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 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 wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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.' * '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 within8 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 | undeterred pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +21% Stun/Frz- +20% Rush: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| 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 +11% ---------- 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 | prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +14% light +14% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Uluvon' (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% lightning +6% light +6% cold +15% nature +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dragonbone totem of cure ailments 'Betholaith' [power 5] (2/6 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% physical ----- def ----- Armour +6 ---------- misc Stam/turn +0.60 Wards +5 acid +5 nature +5 light Talents +1 Ward Remove up to 5 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's gold ring of fire (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Fatigue -4% Resists +26% fire ---------- misc Max.enc +20 Rings can have magical properties. |
| On fingers | marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane While equipped: ----- def ----- Teleport- +50% Teleport you randomly (rad 33) Puts all charms on 9 cooldown Amulets can have magical properties. |
| In main hand | 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 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- D.Red.from +16% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [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 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 58.89 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. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 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 | troll-hide cured leather armour of command (8 def, 8 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +7% Mind.save +11 (+5 eff.) Max.HP +30.00 HP.reg +3.60 Heal.mod +10% A suit of armour made of leather. |
Inventory
insidious poison infusion of the sneak (46 nature damage, 39% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.86 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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... |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +20% 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. |
steel amulet of mastery (0.17 Cunning / Dirty fighting)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.17 Cunning/Dirty fighting Amulets can have magical properties. |
stralite amulet 'Cracklequencher'0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +9 (+4 eff.) Phys.spd +10% Dmg.mod +12% lightning +9% physical +24% nature Res.pen +10% lightning Melee Ret 20 nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Amulets can have magical properties. |
warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.90 Stun/Frz- +20% Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
mule's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire ---------- misc Max.enc +20 Rings can have magical properties. |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
rogue's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+3 eff.) Resists +22% lightning Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +28% Knockbk- +22% Rings can have magical properties. |
titan's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- 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." |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+6 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Satyrpython the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Crit.mult +3.00% Phys.pwr +4 (+2 eff.) Dmg.mod +11% temporal Res.pen +20% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +11% temporal A pointy cloth hat, very wizardly... |
Unrintir (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +11% nature ----- def ----- Defense +2 (+1 eff.) Resists +16% nature Die.at -60.00 life Max.HP +30.00 HP.reg +0.60 ---------- misc Max.stam +15.00 A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
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. |
117 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazewoe the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% lightning +20% light Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +12% lightning Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 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. |
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 (50 power, based on Willpower). Uses 6 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 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
Bregivon the Sunvice [power 123] (2/12 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +10% light +20% temporal ----- def ----- Resists +12% light Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 123 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Ce'Nulevea the steel torque of psychoportation [power 29] (2/18 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Res.pen +20% arcane ----- def ----- Fatigue -12% ---------- misc Max.mana +40.00 Max.vim +30.00 Teleport randomly (rad 29) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of thermal psionic shield [power 81] (2/15 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of clear mind [power 2] (2/6 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 6 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 51] (2/12 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 36] (2/15 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 40% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of healing [power 255] (2/15 cooldown)2.0 T4 totem charm [Ego] Nature Heal a target within range 6 (based on Willpower) for 255 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
9 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 Cochillo the Cornac Rogue level 8
10th Mirth 122nd year of Ascendancy at 11:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Cochillo the Cornac Rogue level 18
76th Haze 122nd year of Ascendancy at 06:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cochillo the Cornac Rogue level 10
9th Dusk 122nd year of Ascendancy at 01:08 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Cochillo the Cornac Rogue level 20
77th Haze 122nd year of Ascendancy at 16:39 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Cochillo the Cornac Rogue level 17
10th Haze 122nd year of Ascendancy at 01:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cochillo the Cornac Rogue level 8
5th Dusk 122nd year of Ascendancy at 09:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Cochillo the Cornac Rogue level 11
19th Dusk 122nd year of Ascendancy at 04:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cochillo the Cornac Rogue level 23
3rd Allure 123rd year of Ascendancy at 09:45 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Cochillo the Cornac Rogue level 20
1st Wintertide 123rd year of Ascendancy at 08:53 see stats
Log
Deadly Poison from Cochillo hits Elven cultist for 39 nature damage.
Cochillo uses Throwing Knives.
Poison bursts out of Elven cultist's corpse!
Cochillo's Throwing Knife hits Elven cultist for 104 physical damage.
Elven tempest casts Timeless.
Cochillo's Throwing Knife killed Elven cultist!
Cochillo feels pain again.
Cochillo has finished recovering.
Rotting Disease from Elven cultist hits Cochillo for 47 blight damage.
Cochillo deactivates Insidious Poison.
Cochillo activates Leeching Poison.
Cochillo uses Throwing Knives.
Thunderstorm hits Cochillo for 16 lightning damage.
Elven tempest casts Lightning.
Cochillo reacts to damage from Elven tempest, mitigating the blow!.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Elven cultist is poisoned!
Elven cultist starts to bleed.
Cochillo's Throwing Knife hits Elven cultist for 99 physical, 20 arcane (119 total damage).
Elven tempest hits Cochillo for (31 reacted , -3 stam), 177 lightning (177 total damage).
Rotting Disease from Elven cultist hits Cochillo for 64 blight damage.
Thunderstorm hits Cochillo for 32 lightning damage.
Cochillo is afflicted by a decrepitude disease!
Cochillo uses Ward.
Saving game...




































































































