











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.7.4This 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 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This 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 | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 24 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Xeriwe the sandworm at level 24 on the 6th Iron 123rd year of Ascendancy at 20:06 / 1 |
Primary Stats
| Strength | 18 (base 13) |
| Dexterity | 14 (base 10) |
| Constitution | 45 (base 28) |
| Magic | 67 (base 54) |
| Willpower | 13 (base 10) |
| Cunning | 30 (base 26) |
Resources
| Life | -128/692 |
| Mana | 133/253 |
| Steam | 100/100 |
| Insanity | 34/100 |
| Healing Factor | 1.4011689881046 |
| Regeneration | 0.35029224702614 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 45.004149834542 |
| See Invisible | 63.004149834542 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 51 |
| Crit Chance | 25% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +20% |
| Darkness | +48% |
| Blight | +9% |
| Acid | +12% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Arcane | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 50 (40.65183292883%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 25 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 65%( 70%) |
| Darkness | + 12%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 92% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -459 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1003 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 37 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shax 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. | 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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 honey tree root. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 red crystal shard. * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Firemark' (0 def, 8 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +4 Wil dps ---------- Dmg.mod +6% acid Melee Ret 4 fire ----- def ----- Armour +8 Resists +8% acid +25% fire +8% lightning +8% cold Stealth +6 ---------- misc See.Invis +12 Talents +3 Moss Tread A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Turyroddakhad [power 170] (24/13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +2% S.pwr/crit +2 Res.pen +5% arcane Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Brightbringer the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +13% Dmg.mod +12% fire Acc +18 (+6 eff.) Apr +7 ----- def ----- Defense +19 (+7 eff.) Resists +33% fire +5% arcane +6% light Spell.save +3 (+2 eff.) ---------- misc Light +1 Blinding Speed: Puts all charms on 33 cooldown Level 4.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | mule's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 11 light Ranged+ 12 light Dmg.mod +10% light ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around waist | Woelace1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +4 Cun +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +6 Defense +7 (+3 eff.) Phys.save +11 (+6 eff.) A belt that goes around your waist. |
| In main hand | ash magestaff 'Lorodan' (117% power, 19 apr, darkness element) 3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +19 Crit +19.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +22.00% Spell.pwr +13 (+5 eff.) Melee+ 16 fire Dmg.mod +18% darkness Res.pen +5% mind Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Arokalthodas (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning +6% acid ----- def ----- Armour +6 Resists +7% lightning +12% light +6% darkness Heal.mod +5% Silence- +20% Unarmed combat: Power 112% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +11 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Shadekiss the cured leather armour (6 def, 8 armour) 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +21% darkness Res.pen +25% blight ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +8% physical +7% fire +7% lightning +6% cold Crit.chn- 14.00% A suit of armour made of leather. |
| Cloak | Bleaklore the linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +18% lightning +6% temporal +6% darkness +14% cold +6% light Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 6/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (151). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
medical injector implant of the titan (efficiency 156% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 138% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Unrilin the Serpentfame0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +5% mind +15% nature Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
Dourmaim0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +12% mind Res.pen +20% darkness ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +17% ---------- misc Stam/turn +0.60 Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
wanderer's steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
gold amulet 'Hiran'0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +2 Str +6 Dex +3 Mag +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue -5% Res.Cap +3% all Phys.save +9 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.30 Light +3 Masteries +0.18 Spell/Staff combat Amulets make your neck look great! |
Corruptionoozer0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +9% mind Res.pen +10% mind Melee Ret 4 mind ----- def ----- Armour +6 Resists +6% fire Rings make your fingers look great! |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Flashworth the dwarven-steel mace (142% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str +7 Dex dps ---------- Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +4 Resists +12% lightning Blunt and deadly. |
Manigodar the Brightgrit (130% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid +6% mind Res.pen +5% mind +25% fire Acc +7 (+3 eff.) Melee Ret 4 acid 8 fire ----- def ----- Defense +8 (+3 eff.) Disarm- +31% Blunt and deadly. |
manaburning dwarven-steel waraxe of massacre (131% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 11 arcane resource burn One-handed war axes. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
hardened leather sling 'Chillbloom'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Dmg.mod +9% cold Res.pen +25% cold Acc +8 (+3 eff.) ----- def ----- Resists +12% cold ---------- misc Equi/ret +0.12 Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of ash arrows of crippling (16/16, 118% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Arcane/Master Power 118% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 16 Rld cld 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
barbed pouch of dwarven-steel shots (22/22, 146% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 147% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 22 On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dwarven-steel shield (0 def, 6 armour, 82.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
duelist's hardened leather armour of the deep (13 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +5 Dex ----- def ----- Armour +11 Defense +13 (+5 eff.) Fatigue +8% Resists +7% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
Isawen1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +4 Mag dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +4 ---------- misc Mana/turn +0.11 Max.mana +21.00 Max.stam +10.00 A belt that goes around your waist. |
Umbrariver the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% lightning +9% acid Max.HP +32.00 A belt that goes around your waist. |
rough leather belt 'Curesorrow'1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid +9% physical +3% nature On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Mind.save +6 (+5 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Aruchak the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +1 Resists +6% temporal Spell.save +3 (+2 eff.) Silence- +22% Confus- +20% Stun/Frz- +22% Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
pair of hardened leather boots 'Poroselaith' (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +6 Dex dps ---------- Crit.mult +10.00% Melee Ret 2 mind 2 physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +15% mind Phys.save +12 (+6 eff.) Stealth +10 A pair of boots made of leather. |
pair of hardened leather boots 'Starshine' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +4 Dex dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Resists +9% mind +6% light Stealth +9 ---------- misc Max.hate +8.00 A pair of boots made of leather. |
dreamer's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radiancerock the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +3% light +6% mind Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Disarm- +24% ---------- misc Light +1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Disarm 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vilepall the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master While equipped: Stats +8 Str +2 Dex +3 Wil +3 Cun +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Resists +6% light Phys.save +8 (+4 eff.) Disarm- +25% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 123% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +10.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +11 (+4 eff.) ----- def ----- Armour +2 Resists +5% blight Unarmed combat: Power 111% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather hat 'Turig' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +10 (+5 eff.) Mind.pwr +20 (+10 eff.) Dmg.mod +12% mind ----- def ----- Armour +3 Fatigue +3% Phys.save +18 (+9 eff.) Die.at -80.00 life A hat made of leather. Very stylish. |
Ulferegoblek (0 def, 9 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +15 (+5 eff.) ----- def ----- Armour +9 Fatigue +1% Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 A cap made of leather. |
rough leather cap 'Urodugorn' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +7% cold ---------- misc Breathe water A cap made of leather. |
Glaciervengeance the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +9% cold Mind.save +9 (+7 eff.) ---------- misc Light +2 A cap made of leather. |
Gywe the Gloomlace (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +3 (+2 eff.) Dmg.mod +6% darkness Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+6 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
118 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
iron pickaxe 'Corpsehunger' (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +17% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
soothing elm wand of lightning storm [power 128] (24/13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (135 total damage) Puts all charms on 13 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wowowo the Drem Writhing One level 7
7th Dearth 122nd year of Ascendancy at 02:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Wowowo the Drem Writhing One level 23
4th Iron 123rd year of Ascendancy at 16:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wowowo the Drem Writhing One level 10
42nd Dearth 122nd year of Ascendancy at 04:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wowowo the Drem Writhing One level 20
19th Shortage 122nd year of Ascendancy at 19:53 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Wowowo the Drem Writhing One level 16
15th Loss 122nd year of Ascendancy at 17:02 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Wowowo the Drem Writhing One level 13
10th Loss 122nd year of Ascendancy at 17:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wowowo the Drem Writhing One level 7
32nd Dearth 122nd year of Ascendancy at 05:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Wowowo the Drem Writhing One level 12
2nd Loss 122nd year of Ascendancy at 16:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wowowo the Drem Writhing One level 17
2nd Shortage 122nd year of Ascendancy at 10:52 see stats
Log
Wowowo receives 10 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Xeriwe the sandworm for 6 to psi, 8 blight (15 total damage).
Carrion worm mass's wormblight area effect hits Thought-forged bowman for 22 blight damage.
Carrion worm mass's wormblight area effect hits Decaying devourer for 17 blight damage.
Carrion worm mass's wormblight area effect hits Decaying devourer for 17 blight damage.
The unstable sand tunnel collapses!
You collect a new ingredient: sandworm tooth (1).
Thought-forged bowman uses Crippling Shot.
Xeriwe the sandworm converts some damage to Psi!
Tentacle Constriction from Wowowo hits Xeriwe the sandworm for 49 to psi, 65 darkness, 3 to psi, 4 lightning, 5 to psi, 6 light, 4 to psi, 6 fire, 6 to psi, 8 light (155 total damage).
Decaying devourer slows down.
Tentacle Constriction from Wowowo killed Xeriwe the sandworm!
Thought-forged bowman's Crippling Shot hits Decaying devourer for 67 physical damage.
Decaying devourer tries to bite Turtle with razor sharp teeth!
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer goes into a killing frenzy.
Decaying devourer goes into a killing frenzy.
Decaying devourer goes into a killing frenzy.
Decaying devourer hits Turtle for 13 physical damage.
Your constrict target has disappeared!
--------------------------------
Wowowo deactivates Constrict.
Select a target to teleport...
Xeriwe the sandworm's maelstrom hits Decaying devourer for 37 physical damage.
Xeriwe the sandworm's maelstrom hits Decaying devourer for 37 physical damage.
Xeriwe the sandworm's maelstrom hits Decaying devourer for 34 physical damage.
Talent Pustulent Fulmination is ready to use.
Ravage from Xeriwe the sandworm hits Wowowo for 66 physical damage.
Wowowo the level 24 drem writhing one was ground to death by Xeriwe the sandworm on level 4 of Sandworm lair.














































































































