










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Shadowblade |
| Level / Exp | 32 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Ossh the shalore at level 32 on the 25th Dearth 124th year of Ascendancy at 00:33 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 73 (base 51) |
| Constitution | 28 (base 10) |
| Magic | 66 (base 38) |
| Willpower | 32 (base 10) |
| Cunning | 69 (base 46) |
Resources
| Mana | 19/396 |
| Psi | 112/122 |
| Life | -238/958 |
| Stamina | 59/248 |
| Steam | 100/100 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 0.28640747475969 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +57% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | -997 |
| Infravision | 13 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 66 |
| Crit Chance | 74% |
| APR | 61 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 109 |
| Accuracy | 66 |
| Crit Chance | 74% |
| APR | 61 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +22% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +16% |
| All | 0% |
| Physical | +12% |
| Cold | +25% |
| Nature | +7% |
Defense: Base
| Armour (hardiness) | 25 (62.946778433524%) |
| Defense | 55 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 31 |
| Mental Save | 28 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Mind | + 23%( 70%) |
| Light | + 39%( 80%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 51 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1014% for 10 turns (20 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 32%. Shadowstrike |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +25% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | DĂșathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Layorassra the cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +6 Mag offense ------ When Hit 10 mind defense ------ Defense +2 (+1 eff.) other ------- EQ when Hit +1.20 Psi when Hit +1.90 Hate when Hit +1.40 Light +3 Infravision +6 Sight +1 See Stealth +10 See Invis +10 A pointy cloth hat, very wizardly... |
| On hands | Icegash the drakeskin leather gloves (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +3 Cun offense ------ Physical Crit +11.0% Spell Crit +17% Mind Crit +12% Critical power +11.00% Spellpower +10 (+3 eff.) Damage +6% cold Ignore resists +25% cold When Hit 8 cold defense ------ Armor +3 Physical save +9 (+4 eff.) other ------- Mana/turn +0.20 Talents +1 Sand Shredder Cooldown Double Strike -1 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 | innervating stralite torque of psionic shield [power 97] (8/25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 97 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 37% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." This item has been sent to the Item's Vault. |
| On fingers | marksman's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +3 Dex offense ------ Accuracy +15 (+4 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | clarifying copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% mind Confus Resist +23% Amulets make your neck look great! |
| In main hand | truestriking voratun dagger of enduring (38-49 power, 25 apr) 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +26.0% Attack Speed 100% While equipped: Stats +8 Con +10 Wil offense ------ Ignore resists +12% physical Accuracy +14 (+4 eff.) Ignore Armor +10 defense ------ Life +109.00 Sharp, short and deadly. |
| Around waist | Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 30 out of 9/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | caustic voratun dagger of enduring (36-47 power, 25 apr) 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature Weapon Damage 36.0 - 46.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +26.0% Attack Speed 100% On-crit, radius 2 +25 acid +23 nature While equipped: Stats +9 Con +9 Wil offense ------ Ignore resists +16% acid +7% nature Ignore Armor +10 defense ------ Life +110.00 Sharp, short and deadly. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 5 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Mag +2 Wil defense ------ Armor +5 Defense +2 (+1 eff.) Resistance +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 16 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight When Hit 40 physical defense ------ Armor +16 Fatigue +1% Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 17/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
medical injector implant of the duelist (efficiency 131% / cooldown 67%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 117; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 104; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 178; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 178 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 436; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the sneak (absorb 277; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 277 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Armour Reinforcement0.1 Encumbrance 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: Headlamp0.1 Encumbrance 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: Moss Tread0.1 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Shocking Touch0.1 Encumbrance 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: Steamgun0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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. |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
psionicist's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% cold defense ------ Resistance +20% cold Mind save +6 (+3 eff.) Rings make your fingers look great! |
Cyrarinn (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Cun +5 Str offense ------ Accuracy +17 (+4 eff.) defense ------ Defense +7 (+2 eff.) Resistance +6% nature Disarm Resist +26% other ------- Psi when Hit +0.12 Max stamina +30.00 Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 70% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Winterobsidian (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +18 fire While equipped: offense ------ Global Speed +3% Damage +27% cold Ignore resists +12% fire defense ------ Resistance +21% lightning Physical save +9 (+4 eff.) Poison Resist +20% Sharp, short and deadly. |
arcing iron dagger of massacre (16-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage Sharp, short and deadly. |
balanced steel dagger of phasing (12-15 power, 14 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +5.0% Attack Speed 100% Ignore Shields +11% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
caustic stralite dagger of rage (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 28.5 - 37.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +23 acid +27 nature While equipped: Stats +7 Str offense ------ Damage +7% physical Ignore resists +5% acid +15% nature Accuracy +9 (+2 eff.) Ignore Armor +9 Sharp, short and deadly. |
dwarven-steel dagger of torment (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 16.0 - 20.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
elemental stralite dagger of crippling (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 27.5 - 35.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 93 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +6% fire Ignore resists +21% fire Sharp, short and deadly. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
spiritwalker's hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +8 Mag +6 Wil offense ------ Spell Crit +4% other ------- Mana/turn +0.28 Max mana +37.00 A belt that goes around your waist. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
catburglar's hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +3% Resistance +10% darkness other ------- Infravision +4 A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +11 (+5 eff.) A cap made of leather. |
thaloren hardened leather cap of blood magic (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +10 Wil offense ------ Spell Crit +2% Damage +6% blight +8% arcane defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +9 (+4 eff.) A cap made of leather. |
reinforced leather armour 'Bydan' (18 def, 20 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +8 Mag +7 Wil +7 Cun offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +7% Physical Power +14 (+3 eff.) Spellpower +16 (+5 eff.) Mindpower +40 (+15 eff.) On-Hit 7 fire On-Ranged-Hit 8 fire When Hit 8 mind 2 temporal defense ------ Armor +20 Defense +18 (+6 eff.) Fatigue +8% Resistance +14% lightning +17% physical +18% fire other ------- Max psi +20.00 A suit of armour made of leather. |
37 alchemist agate0.0 Encumbrance 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. |
3 onyx0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
2 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invis +5 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. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance 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. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
dwarven steel armour reinforcement0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
cleansing steel torque of psionic shield [power 47] (8/25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of mindblast [power 260] (8/19 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By the art of stealth the Orc Shadowblade level 15
5th Revenge 124th year of Ascendancy at 00:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By the art of stealth the Orc Shadowblade level 30
24th Pain 124th year of Ascendancy at 21:40 see stats
I did not want that! (Nightmare (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By the art of stealth the Orc Shadowblade level 28
6th Pain 124th year of Ascendancy at 13:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By the art of stealth the Orc Shadowblade level 10
34th Retaking 124th year of Ascendancy at 23:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By the art of stealth the Orc Shadowblade level 20
14th Revenge 124th year of Ascendancy at 21:25 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By the art of stealth the Orc Shadowblade level 30
24th Pain 124th year of Ascendancy at 14:48 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By the art of stealth the Orc Shadowblade level 22
24th Revenge 124th year of Ascendancy at 17:45 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By the art of stealth the Orc Shadowblade level 26
30th Revenge 124th year of Ascendancy at 21:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By the art of stealth the Orc Shadowblade level 18
14th Revenge 124th year of Ascendancy at 15:46 see stats
Log
Talent Temporal Shield is ready to use.
Talent Shadowguard is ready to use.
Talent Phase Door is ready to use.
The art of stealth casts Temporal Shield.
The very fabric of time alters around the art of stealth.
The art of stealth uses Dual Strike.
the art of stealth misses Something.
Something hits the art of stealth for (22 flat reduction), (23 to time), 0 fire (0 total damage).
Something hits the art of stealth for (22 flat reduction), (14 to time), 0 darkness (0 total damage).
Hymn of Detection hits the art of stealth for (22 flat reduction), (23 to time), 0 darkness (0 total damage).
The art of stealth is dazed!
The art of stealth recovers sight.
Talent Infusion: Regeneration is ready to use.
The art of stealth casts Phase Door.
The art of stealth is no longer focused on penetrating defenses.
Talent Stealth is ready to use.
You are unable to move!
Ossh the shalore casts Moonlight Ray.
Ossh the shalore's spell attains critical power!
The art of stealth is not dazed anymore.
Your time shield crumbles under the damage!
The fabric of time around the art of stealth stabilizes to normal.
The powerful time-altering energies generate a restoration field on the art of stealth.
The art of stealth's fades into the shadows.
Ossh the shalore hits the art of stealth for (22 flat reduction), (134 to time), 399 darkness (399 total damage).
the art of stealth the level 32 orc shadowblade was swallowed by the void to death by Ossh the shalore on level 1 of Ambush!.
You end your Shadow Dance.



























































































































