









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 19 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Bandit Leader Glorudatta at level 15 on the 6th Dusk 122nd year of Ascendancy at 14:55 / 2Killed by Urkis, the High Tempest at level 19 on the 16th Dusk 122nd year of Ascendancy at 02:14 |
Primary Stats
| Strength | 43 (base 11) |
| Dexterity | 72 (base 47) |
| Constitution | 34 (base 33) |
| Magic | 15 (base 10) |
| Willpower | 9 (base 10) |
| Cunning | 31 (base 15) |
Resources
| Life | -284/550 |
| Mana | 103/223 |
| Stamina | 11/172 |
| Healing Factor | 1.395336564623 |
| Regeneration | 6.9069159948839 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +117.79935209098% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 52 |
| Crit Chance | 45% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 52 |
| Crit Chance | 44% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Acid | +27% |
| Light | +22% |
| Cold | +15% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +25% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 10 (40.413431863712%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0.72369755661811 |
| Physical Save | 35 |
| Spell Save | 27 |
| Mental Save | 7 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Acid | + 30%( 70%) |
| Light | + 33%( 70%) |
| Darkness | + 19%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 26%( 70%) |
| Mind | + 7%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 266 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 light, 4 blight, 3 cold, 3 mind |
Class Talents
| Technique / Duelist | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
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 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | active |
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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. | 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 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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(48 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | Hathalathafang [power 260] (22/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Str / +2 Mag / +2 Cun See invisible: +12 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 633 Base Damage: 312 Armor: 20 All Resist: 10 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Uralatharand'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +2 Str / +1 Dex Changes damage: +27% acid Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +34.00 Rings make your fingers look great! |
| On fingers | gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 12 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great! |
| Around waist | rough leather belt 'Isenn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +12% acid Physical save: +3 (+1 eff.) Maximum life: +33.00 Maximum stamina: +20.00 A belt that goes around your waist. |
| In main hand | Erelidar the Chillprophet (30-39 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +16 blight Damage (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 9 Changes resistances: +3% cold Changes resistances penetration: +25% acid Sharp, short and deadly. |
| On hands | Belunne the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Changes resistances penetration: +15% physical Changes damage: +3% physical Critical mult.: +12.00% Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Spell crit. chance: +13% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Zuharamas the steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 9 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 blight When wielded/worn: Armour penetration: +9 Physical crit. chance: +16.0% Changes resistances: +3% mind Changes resistances penetration: +10% blight Critical mult.: +12.00% Spell save: +12 (+6 eff.) Maximum mana: +20.00 Maximum vim: +10.00 Spell crit. chance: +1% Sharp, short and deadly. |
| Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Critical mult.: +12.00% Life regen: +4.70 Maximum life: +33.00 Healing mod.: +11% A suit of armour made of leather. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 1003% over 10 turns; mana 50; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1003% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.cleansing steel amulet of cunning (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% nature / +12% blight Poison immunity: +23% Disease immunity: +20% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.truestriking steel waraxe of massacre (19-27 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +9 (+3 eff.) Disarm immunity: +27% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger of massacre (18-24 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steel shield (0 def, 4 armour, 37 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.38 to 88.14 lightning damage (58.76 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +2.60 Stamina each turn: +0.90 Maximum life: +20.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable steel plate armour of resilience (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Maximum life: +23.00 A suit of armour made of metal plates. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.30 Equilibrium when hit: +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 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 20% 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.Rod of Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 65% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hanzo the Skeleton Rogue level 18
10th Dusk 122nd year of Ascendancy at 04:52 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Hanzo the Skeleton Rogue level 19
15th Dusk 122nd year of Ascendancy at 23:33 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hanzo the Skeleton Rogue level 18
10th Dusk 122nd year of Ascendancy at 06:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hanzo the Skeleton Rogue level 10
7th Mirth 122nd year of Ascendancy at 08:02 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hanzo the Skeleton Rogue level 18
10th Dusk 122nd year of Ascendancy at 04:52 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hanzo the Skeleton Rogue level 19
15th Dusk 122nd year of Ascendancy at 18:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hanzo the Skeleton Rogue level 12
3rd Flare 122nd year of Ascendancy at 01:02 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hanzo the Skeleton Rogue level 14
3rd Dusk 122nd year of Ascendancy at 00:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hanzo the Skeleton Rogue level 16
7th Dusk 122nd year of Ascendancy at 15:24 see stats
Log
Your shield crumbles under the damage!
The shield around Hanzo crumbles.
Urkis, the High Tempest hits Saletta the storm drake hatchling for 98 lightning damage.
Urkis, the High Tempest hits Hanzo for (56 absorbed), 78 lightning (78 total damage).
Urkis, the High Tempest hits Lashing Tentacle for 119 lightning damage.
Thunderstorm hits Lashing Tentacle for 12 lightning, 48 lightning (60 total damage).
Thunderstorm hits Hanzo for (14 absorbed), 0 lightning, (54 absorbed), 0 lightning (0 total damage).
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Hanzo is dazed!
Lashing Tentacle shrugs off Urkis, the High Tempest's 'Dazed'!
Lashing Tentacle shrugs off Urkis, the High Tempest's 'Dazed'!
Hanzo casts Rune: Teleportation.
Hanzo is not dazed anymore.
The protective shield of Hanzo disappears.
Hanzo regains balance.
Hanzo is not stunned anymore.
Hurricane from Urkis, the High Tempest hits Hanzo for 65 lightning damage.
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Hanzo casts Rune: Prismatic.
Hanzo summons a prismatic shield for protection!
Hanzo casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Hurricane from Urkis, the High Tempest hits Hanzo for 92 lightning damage.
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Hanzo stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Hanzo for 97 lightning damage.
Hanzo the level 19 skeleton rogue was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.










































































