











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 25 / 50% |
Size | big |
Lifes / Deaths | Killed by thief at level 8 on the 3rd Mirth 122nd year of Ascendancy at 12:04 0 / 7Killed by Salaba the blade horror at level 20 on the 46th Haze 122nd year of Ascendancy at 05:00 Killed by shadow at level 22 on the 49th Haze 122nd year of Ascendancy at 11:16 Killed by Mirror Image (Betann the ultimate telugoroth) at level 23 on the 3rd Decay 122nd year of Ascendancy at 14:51 Killed by Layoyamira the Guardian at level 24 on the 8th Decay 122nd year of Ascendancy at 23:39 Killed by Aryselle the elven corruptor at level 25 on the 1st Wintertide 123rd year of Ascendancy at 22:18 Killed by Aryselle the elven corruptor at level 25 on the 1st Wintertide 123rd year of Ascendancy at 23:16 |
Primary Stats
Strength | 21 (base 16) |
Dexterity | 49 (base 42) |
Constitution | 38 (base 22) |
Magic | 46 (base 23) |
Willpower | 14 (base 10) |
Cunning | 50 (base 34) |
Resources
Life | -143/557 |
Mana | 149/307 |
Stamina | 161/215 |
Healing Factor | 1.2102122670884 |
Regeneration | 14.462036591706 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 45.595095619122 |
See Invisible | 43.595095619122 |
Offense: Mainhand
Damage | 121 |
Accuracy | 59 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 59 |
Crit Chance | 28% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +21% |
Mind | +15% |
Physical | +7% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (51.69962066283%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 26 |
Mental Save | 25 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 35%( 70%) |
All | + 6%( 70%) |
Darkness | + 19%( 70%) |
Light | + 11%( 70%) |
Temporal | + 27%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 38% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
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 311 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 330 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Dr. Shankenstein's Monster. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Arema the rattlesnake. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 73. | 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. 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 green worm. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * You've found the needed honey tree root. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Cun +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% nature +9% temporal Spell.save +12 (+6 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% light Melee Ret 6 light ----- def ----- Resists +6% light Mind.save +7 (+3 eff.) ---------- misc Light +7 See.Stealth +12 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +4 Mag dps ---------- Melee Ret 4 mind ----- def ----- Armour +4 Fatigue +4% Crit.chn- 15.00% Phys.save +17 (+5 eff.) ---------- misc Light +2 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +6% cold HP.reg +7.00 ---------- misc Stam/turn +0.90 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Fatigue -6% ---------- misc Max.enc +24 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.84 cold and 9.16 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 49.5 - 64.4 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: ----- def ----- Resists +5% arcane Phys.save +18 (+6 eff.) Die.at -80.00 life ---------- misc Light +3 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) ---------- misc Mana/turn +0.32 Max.mana +23.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +15% mind Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Resists +5% arcane +3% blight Disarm- +38% Confus- +20% Teleport- +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +3 (+0 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +13% temporal Def/telep +15 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 251 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 206.00 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 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +8 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 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. |
![]() 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 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Dr. Shankenstein's Monster the Cornac Shadowblade level 18
16th Haze 122nd year of Ascendancy at 14:26 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 22
49th Haze 122nd year of Ascendancy at 18:28 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 13
52nd Dusk 122nd year of Ascendancy at 17:09 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 20
35th Haze 122nd year of Ascendancy at 16:44 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 18
16th Haze 122nd year of Ascendancy at 13:20 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 10
12nd Dusk 122nd year of Ascendancy at 14:27 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 20
35th Haze 122nd year of Ascendancy at 16:40 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 25
10th Decay 122nd year of Ascendancy at 02:46 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 18
16th Haze 122nd year of Ascendancy at 14:26 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 17:53 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 18
16th Haze 122nd year of Ascendancy at 14:26 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 9
10th Flare 122nd year of Ascendancy at 14:40 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 20
45th Haze 122nd year of Ascendancy at 02:07 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 25
1st Wintertide 123rd year of Ascendancy at 21:57 see stats
By Dr. Shankenstein's Monster the Cornac Shadowblade level 18
24th Haze 122nd year of Ascendancy at 07:55 see stats
Log
Dr. Shankenstein's Monster's fades into the shadows.
Aryselle the elven corruptor's Blood Grasp hits Dr. Shankenstein's Monster for (79 ignored), 0 blight (0 total damage).
Elven blood mage receives 18 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Dr. Shankenstein's Monster for 83 blight damage.
Onilug's Channel Staff hits Dr. Shankenstein's Monster for (23 ignored), 0 blight (0 total damage).
Dr. Shankenstein's Monster performs a melee critical strike against Aryselle the elven corruptor!
Melee retaliation hits Dr. Shankenstein's Monster for 3 blight, 3 blight (5 total damage).
Dr. Shankenstein's Monster hits Aryselle the elven corruptor for 428 darkness, 7 arcane, 38 darkness, 141 darkness, 7 arcane, 38 darkness, 2 mind (662 total damage).
Dr. Shankenstein's Monster hits Onilug for 6 mind damage.
Onilug casts Curse of Defenselessness.
Elven blood mage casts Drain.
Aryselle the elven corruptor casts Soul Rot.
Aryselle the elven corruptor's spell attains critical power!
Elven blood mage hits Dr. Shankenstein's Monster for 87 blight damage.
Dr. Shankenstein's Monster reacts to damage from Aryselle the elven corruptor's Soul Rot, mitigating the blow!.
Aryselle the elven corruptor's Soul Rot hits Dr. Shankenstein's Monster for (53 reacted , -5 stam), 120 blight (120 total damage).
Elven mage's Earthen Missiles hits Dr. Shankenstein's Monster for 34 physical, 6 physical (40 total damage).
Elven mage's Earthen Missiles hits Dr. Shankenstein's Monster for 34 physical, 6 physical (40 total damage).
Dr. Shankenstein's Monster performs a melee critical strike against Onilug!
Dr. Shankenstein's Monster performs a melee critical strike against Onilug!
Dr. Shankenstein's Monster hits Onilug for 387 darkness damage.
Dr. Shankenstein's Monster hits Something for 4 mind, 3 darkness (7 total damage).
Dr. Shankenstein's Monster hits Aryselle the elven corruptor for 2 mind, 4 darkness (6 total damage).
Dr. Shankenstein's Monster killed Onilug!
Dr. Shankenstein's Monster resists the disease!
Something hits Dr. Shankenstein's Monster for 84 blight damage.
Aryselle the elven corruptor's cleansing fire area effect hits Elven mage for 35 fire damage.
Aryselle the elven corruptor casts Flame.
Aryselle the elven corruptor hits Dr. Shankenstein's Monster for 90 fire damage.
Dr. Shankenstein's Monster the level 25 cornac shadowblade was flamed to death by Aryselle the elven corruptor on level 3 of Dark crypt.