









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Rogue |
Level / Exp | 24 / 87% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 3 on the 76th Pyre 122nd year of Ascendancy at 20:08 0 / 7Killed by Keas the Bringer of Doom at level 16 on the 53rd Haze 122nd year of Ascendancy at 09:14 Killed by Emyriada the Guardian at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 16:23 Killed by snow giant boulder thrower at level 21 on the 68th Regrowth 123rd year of Ascendancy at 06:24 Killed by Urkis, the High Tempest at level 21 on the 68th Regrowth 123rd year of Ascendancy at 21:08 Killed by elven cultist at level 24 on the 45th Pyre 123rd year of Ascendancy at 12:14 Killed by elven cultist at level 24 on the 45th Pyre 123rd year of Ascendancy at 12:46 |
Primary Stats
Strength | 16.536047000074 (base 11) |
Dexterity | 64.83071272691 (base 46) |
Constitution | 1 (base 10) |
Magic | 31 (base 10) |
Willpower | 33 (base 10) |
Cunning | 77 (base 54) |
Resources
Life | -41/474 |
Stamina | 248/248 |
Healing Factor | 0.92105263157891 |
Regeneration | 2.9934210526314 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +158.5% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 83 |
Accuracy | 54 |
Crit Chance | 39% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 54 |
Crit Chance | 38% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +36% |
Cold | +35% |
All | 0% |
Lightning | +35% |
Light | +9% |
Temporal | +28% |
Physical | +5% |
Fire | +25% |
Darkness | +8% |
Offense: Damage Penetration
Physical | +24% |
Lightning | +25% |
Light | +15% |
Temporal | +7% |
Darkness | +10% |
Arcane | +25% |
Cold | +25% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 6 (70.376569037657%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 30%( 70%) |
Lightning | + 13%( 70%) |
Light | + 18%( 70%) |
Temporal | + 11%( 70%) |
Cold | + 13%( 70%) |
Mind | + 7%( 70%) |
Fire | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 55% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 24% |
Bleed Resistance | 100% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 20 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 255 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 27 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 58 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
beneficial effect | Increases defense by 24. Mobile Defense |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 7 Net Damage: 110 - 154 Accuracy: 69 (knife) APR: 19 Crit Chance: +53% Crit mult: 196% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target is infected by a disease, reducing its dexterity by 10 and doing 36.63 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 28.62 blight damage per turn. Weakness Disease |
beneficial effect | Increases global action speed by 58%. Speed |
detrimental effect | The target is infected by a disease, reducing its constitution by 16 and doing 28.62 blight damage per turn. Rotting Disease |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Stabber. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 50 power out of 6/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +5 Con dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +4 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 | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 48.18 to 144.55 lightning damage (96.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Melee+ 7 darkness 7 temporal Ranged+ 8 temporal Dmg.mod +3% darkness +5% temporal Res.pen +15% physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +7% darkness +5% temporal HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +21.00 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. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +9% light +3% temporal Res.pen +15% light Melee Ret 4 light ----- def ----- Resists +3% light Mind.save +7 (+3 eff.) Max.HP +27.00 Disarm- +24% Confus- +25% Pinning- +28% Knockbk- +24% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% temporal +12% light +3% fire +3% mind +10% darkness Blind- +20% Amulets can have magical properties. |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Cun, 45% Dex, 10% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 111.73 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 177, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Dex +6 Mag +3 Wil +3 Cun dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +20% temporal +11% arcane +5% physical Res.pen +7% temporal +9% physical ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +9% all Phys.save +16 (+8 eff.) Anom.red +10 ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 360.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +9% physical ----- def ----- Resists +24% lightning ---------- misc Max.stam +30.00 Light +1 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +6 (+1 eff.) Resists +3% darkness Crit.dmg- 5.00% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Rings can have magical properties. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +10 (+3 eff.) Apr +8 Sharp, long, and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 97% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 102% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Psionic Power 99% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +5% Living On Crit.r2 +8 cold While equipped: ----- def ----- Resists +6% light +3% acid ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane Power 106% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 19 On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 107% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Spell.pwr +11 (+5 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +14% blight +7% all ----- def ----- Resists +14% blight +6% darkness +13% all Mind.save +17 (+7 eff.) ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% light Res.pen +5% light Melee Ret 4 light ----- def ----- Defense +9 (+2 eff.) Resists +3% light +3% fire Stealth +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 63.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
![]() 2.0 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. |
![]() 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Stabber the Skeleton Rogue level 20
75th Haze 122nd year of Ascendancy at 01:14 see stats
By Stabber the Skeleton Rogue level 16
53rd Haze 122nd year of Ascendancy at 09:32 see stats
By Stabber the Skeleton Rogue level 6
47th Dusk 122nd year of Ascendancy at 07:31 see stats
By Stabber the Skeleton Rogue level 18
69th Haze 122nd year of Ascendancy at 18:19 see stats
By Stabber the Skeleton Rogue level 21
69th Regrowth 123rd year of Ascendancy at 19:26 see stats
By Stabber the Skeleton Rogue level 20
75th Haze 122nd year of Ascendancy at 00:42 see stats
By Stabber the Skeleton Rogue level 10
75th Dusk 122nd year of Ascendancy at 02:58 see stats
By Stabber the Skeleton Rogue level 20
74th Haze 122nd year of Ascendancy at 20:43 see stats
By Stabber the Skeleton Rogue level 20
6th Regrowth 123rd year of Ascendancy at 15:47 see stats
By Stabber the Skeleton Rogue level 20
75th Haze 122nd year of Ascendancy at 01:14 see stats
By Stabber the Skeleton Rogue level 5
22nd Dusk 122nd year of Ascendancy at 21:42 see stats
By Stabber the Skeleton Rogue level 20
75th Haze 122nd year of Ascendancy at 01:14 see stats
By Stabber the Skeleton Rogue level 14
43rd Haze 122nd year of Ascendancy at 01:55 see stats
By Stabber the Skeleton Rogue level 17
63rd Haze 122nd year of Ascendancy at 18:18 see stats
By Stabber the Skeleton Rogue level 16
60th Haze 122nd year of Ascendancy at 20:43 see stats
Log
Elven cultist casts Drain.
Stabber reflects damage back to Elven cultist!
Stabber hits Elven cultist for 96 reflected damage.
Elven cultist hits Stabber for (96 absorbed), 0 blight (0 total damage).
Fan of Knives is still on cooldown for 2 turns.
Stabber reflects damage back to Something!
Decrepitude Disease from Elven cultist hits Stabber for (34 absorbed), 0 blight (0 total damage).
Stabber hits Something for 34 reflected damage.
Stabber hits Elven cultist for 34 reflected damage.
Weakness Disease from Elven cultist hits Stabber for (34 absorbed), 0 blight (0 total damage).
Stabber uses Throwing Knives.
Stabber's Throwing Knife hits Elven cultist for 34 fire, 38 cold, 41 lightning, 41 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (169 total damage).
Stabber hits Elven cultist for 4 fire, 4 cold, 5 lightning, 5 arcane (17 total damage).
Your shield crumbles under the damage!
The shield around Stabber crumbles.
Stabber is afflicted by a rotting disease!
Stabber reflects damage back to Something!
Stabber hits Something for 25 reflected damage.
Elven cultist's Soul Rot hits Stabber for (25 absorbed), 109 blight (109 total damage).
Elven cultist casts Soul Rot.
Elven cultist's Soul Rot hits Stabber for 169 blight damage.
Something hits Stabber for 122 blight damage.
Stabber the level 24 skeleton rogue was fouled to death by an elven cultist on level 2 of Mark of the Spellblaze.
Stabber is free from the weakness disease.
Stabber is free from the rotting disease.
Stabber is free from the decrepitude disease.
Stabber slows down.
Stabber is no longer out of phase.