










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 17 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by dredge at level 17 on the 45th Dusk 122nd year of Ascendancy at 23:36 / 1 |
Primary Stats
| Strength | 52.170224963639 (base 40) |
| Dexterity | 12 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 12.170224963639 (base 10) |
| Willpower | 47 (base 31) |
| Cunning | 18 (base 10) |
Resources
| Life | -6/513 |
| Hate | 84/100 |
| Healing Factor | 1.0486711616772 |
| Regeneration | 1.9400416491028 |
Speed
| Mental | +55.769854152873% |
| Attack | 0% |
| Movement | +349.16611479881% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 42 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Nature | +15% |
| Physical | +40% |
| Fire | +25% |
| All | +10% |
Offense: Damage Penetration
| Fire | +15% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 17.317011280365 (73.452380952381%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 15 |
| Physical Save | 32 |
| Spell Save | 35 |
| Mental Save | 38 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 22%( 70%) |
| Physical | + 6%( 71%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 15% |
| Confusion Resistance | 35% |
| Fear Resistance | 15% |
| Stun Resistance | 36% |
| Poison Resistance | 20% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 161 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +30% physical damage, +15 physical save, +15 mental save, 37/37 damage shrugged off this turn) Rampaging |
| beneficial effect | Stalking thief. Bonus level 1: +7 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 217/245 +1 |
| detrimental effect | The target is wasting away, taking 13.50 temporal damage per turn. Wasting |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost anorithil from death by war hound. Escort: lost anorithil (level 3 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Zubulethra the stone troll. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 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 evasion (11 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +11 (+5 eff.) Fatigue +1% Silence- +21% Confus- +20% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Radhydor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil +1 Con dps ---------- Phys.crit +4.0% Res.pen +10% physical Acc +12 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 10 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Marduntir the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +4% physical +22% darkness +9% fire Spell.save +30 (+12 eff.) Cut- +15% Rings can have magical properties. |
| Around waist | Zerelach1.0 T1 belt armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex +1 Wil +2 Con dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Telepathy Dragon A belt that goes around your waist. |
| In main hand | insidious dwarven-steel greatsword of massacre (Corpses) (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 Curse of Corpses Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (Corpses) (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Mind.save +13 (+5 eff.) Max.HP +62.00 HP.reg +1.60 Heal.mod +12% Curse of Corpses A suit of armour made of mail. |
| Cloak | resilient linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Branohir the Hellvagrant0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck dps ---------- Dmg.mod +15% fire Res.pen +15% fire Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% light Unseen.red 11% Amulets can have magical properties. |
Inventory
movement infusion of the wizard (458% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 458% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 163 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
restful copper amulet of mastery (0.10 Cursed / Predator)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +0.90 ---------- misc Masteries +0.10 Cursed/Predator Amulets can have magical properties. |
steel amulet of mastery (0.15 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.15 Technique/Combat training Amulets can have magical properties. |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
warrior's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +8 Resists +22% darkness Rings can have magical properties. |
balanced steel battleaxe of erosion (Nightmares) (21.5-32.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 21.5 - 32.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +9 temporal While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Curse of Nightmares Massive two-handed battleaxes. |
steel battleaxe of massacre (Misfortune) (30.5-45.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
steel greatmaul 'Kindlelore' (Madness) (29.5-44.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 light On Hit: * 25% chance to put talents on cooldown While equipped: Stats +2 Con +3 Mag dps ---------- Melee Ret 8 light ----- def ----- Fatigue -2% Crit.dmg- 15.00% Curse of Madness Massive two-handed mauls. |
Loamshear (Corpses) (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Mind Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 111% Melee+ +28 nature +4 mind On Crit.r2 +8 mind While equipped: Stats +2 Dex dps ---------- Acc +6 (+2 eff.) Melee Ret 8 mind ----- def ----- Resists +3% mind Curse of Corpses Sharp, long, and deadly. |
Gydur (Shrouds) (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +4 blight On Hit: * 40% chance to cause random gloom While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% blight Res.pen +25% blight ----- def ----- Resists +9% mind Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of life (Misfortune) (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Max.HP +15.00 HP.reg +0.50 Disease- +12% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Penitence (Madness) (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 120% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+11 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Curse of Madness Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash vilestaff of power (Nightmares) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+9 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of massacre (Shrouds) (18-25.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold Curse of Shrouds One-handed war axes. |
insidious steel waraxe (Shrouds) (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 insidious poison Curse of Shrouds One-handed war axes. |
blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Fatigue -4% Stealth +5 ---------- misc Max.enc +23 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% cold +6% fire A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
Eilineyatira the linen cloak (Shrouds) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +3% nature +9% temporal Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Poison- +15% Pinning- +10% Teleport- +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor [Ego+] Psionic While equipped: Stats +2 Wil +2 Con dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dimreeve (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Mag +5 Cun dps ---------- Phys.pwr +6 (+2 eff.) Melee Ret 12 darkness ----- def ----- Armour +1 Resists +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Glerewen the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +4 Dex +3 Cun ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +6% fire ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Torikath (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% blight +3% nature +12% lightning ---------- misc Infravis +1 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
steel mail armour of stability (Nightmares) (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +5% physical Phys.save +12 (+6 eff.) Curse of Nightmares A suit of armour made of mail. |
spiked cured leather armour of spell shielding (Nightmares) (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% arcane Spell.save +11 (+5 eff.) Curse of Nightmares A suit of armour made of leather. |
radiant steel plate armour of the dragon (Misfortune) (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Str +1 Wil +2 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% acid +5% physical +12% darkness +12% blight +5% cold +6% fire +7% lightning Disarm- +22% Stun/Frz- +23% Knockbk- +21% ---------- misc Light +1 Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
steel plate armour of spell shielding (Misfortune) (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +7% arcane Spell.save +12 (+6 eff.) Curse of Misfortune A suit of armour made of metal plates. |
deflecting steel shield of acid resistance (+19%) (11 def, 2 armour, 40 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +11 (+5 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +19% acid Proj.evade +6% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield 'Emath' (6 def, 2 armour, 42 block)7.0 T2 shield armor [Rare] Master While equipped: dps ---------- Mind.crit +2% On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +9% lightning +18% fire +5% arcane Spell.save +6 (+3 eff.) ---------- misc Max.psi +40.00 Talents +2 Block Handheld deflection devices. |
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. |
2 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. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Velenor' (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +4 Wil +3 Con ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
pouch of steel shots (14/14, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Shots are used with slings to pummel your foes to death. |
Amosin [power 85] (6 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical Apr +3 ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) ---------- misc Max.stam +10.00 Talents +2 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 8 beam dealing 46.75 to 93.50 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
forceful ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
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. |
4 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jack the Cornac Cursed level 10
7th Mirth 122nd year of Ascendancy at 16:24 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Jack the Cornac Cursed level 14
17th Dusk 122nd year of Ascendancy at 06:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jack the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 01:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Jack the Cornac Cursed level 11
3rd Summertide 122nd year of Ascendancy at 12:14 see stats
Log
Insidious Poison from Jack hits Dredge for 1 nature damage.
Insidious Poison from Jack hits Thief for 1 nature damage.
Insidious Poison from Jack hits Thief for 1 nature damage.
Thief hits Jack for 18 physical, 4 lightning, 11 physical (32 total damage).
Your hatred grows even as your life fades! (+4 hate)
Dredge hits Jack for 52 physical damage.
Jack is no longer poisoned.
Jack stops regenerating health quickly.
Insidious Poison from Rogue hits Jack for 1 nature damage.
Wasting from Dredge hits Jack for 13 temporal damage.
Thief hits Jack for 16 physical, 6 acid, 8 physical (30 total damage).
Insidious Poison from Jack hits Dredge for 1 nature damage.
Insidious Poison from Jack hits Thief for 1 nature damage.
Insidious Poison from Jack hits Thief for 1 nature damage.
Your hatred grows even as your life fades! (+4 hate)
Jack begins rampaging!
Thief performs a melee critical strike against Jack!
Dredge hits Jack for 53 physical damage.
Thief hits Jack for 0 physical, 0 lightning, 0 physical (0 total damage).
Jack shrugs off some effects!
Jack is not stunned anymore.
Jack has shrugged off 36 damage and is ready for more.
Talent Slash is ready to use.
Talent Slam is ready to use.
Talent Frenzy is ready to use.
Wasting from Dredge hits Jack for 0 temporal damage.
Thief misses Jack.
Thief hits Jack for 0 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Saving game...


















































































