











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 22 / 10% |
Size | medium |
Lifes / Deaths | Killed by 3-headed hydra (wild summon) at level 22 on the 61st Dusk 122nd year of Ascendancy at 14:15 / 1 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 58 (base 47) |
Constitution | 13 (base 10) |
Magic | 26 (base 15) |
Willpower | 27 (base 10) |
Cunning | 56 (base 41) |
Resources
Life | -94/505 |
Mana | 246/391 |
Stamina | 37/228 |
Healing Factor | 1.2283363011315 |
Regeneration | 3.5007584582249 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 5 |
See Stealth | 35.308559597209 |
See Invisible | 35.308559597209 |
Stealth | 34 |
Offense: Mainhand
Damage | 81 |
Accuracy | 56 |
Crit Chance | 27% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 56 |
Crit Chance | 36% |
APR | 29 |
Speed | 0.90 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Physical | +44% |
Acid | +21% |
Light | +12% |
Lightning | +17% |
Cold | +11% |
Arcane | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +12% |
Light | +12% |
Physical | +24% |
Cold | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 7 (55.65183292883%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 38%( 70%) |
Physical | + 28%( 70%) |
Temporal | + 17%( 70%) |
Fire | + 18%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 27%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 49% |
Disarm Resistance | 87% |
Confusion Resistance | 20% |
Knockback Resistance | 32% |
Stun Resistance | 73% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 230 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stealth |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * You've found the needed wretchling eyeball. Ungrol 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 orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +5% light Melee Ret 2 cold ----- def ----- Armour +1 Defense +20 (+5 eff.) Resists +6% lightning +6% temporal +3% cold Die.at -60.00 life A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +5 ----- def ----- Max.HP +47.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% fire ----- def ----- Armour +1 Defense +25 (+7 eff.) Fatigue +1% Resists +7% fire +9% cold Spell.save +3 (+1 eff.) Blind- +20% ---------- misc Stam/turn +1.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +5% lightning +5% arcane Spell.save +3 (+1 eff.) Stun/Frz- +20% 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% cold Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +29% Knockbk- +32% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Mind.save +3 (+1 eff.) Disarm- +17% Stun/Frz- +10% Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Res.pen +10% physical ----- def ----- HP.reg +0.60 Heal.mod +20% Blind- +20% Confus- +20% Pinning- +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Dmg.mod +6% arcane +12% light Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Spell.save +6 (+3 eff.) Max.HP +61.00 ---------- misc Max.mana +80.00 Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil +1 Cun dps ---------- Crit.mult +13.00% Dmg.mod +13% lightning +26% physical +12% acid +11% cold Res.pen +5% acid ----- def ----- Resists +7% lightning +5% cold +13% physical +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Cun +3 Con ----- def ----- Resists +12% fire +11% cold ---------- misc See.Invis +3 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Mana/turn +0.20 Max.mana +31.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- S.pwr/crit +2 Dmg.mod +3% lightning +9% fire ----- def ----- Resists +3% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 acid On Hit: * 10% chance to reduce armor by 26% While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% nature +10% acid Acc +12 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Resists +12% acid Disarm- +41% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego++] Master Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +24 (+6 eff.) Apr +12 Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: Stats +4 Dex ----- def ----- Resists +3% lightning +9% temporal +6% light Crit.chn- 5.00% Heal.mod +10% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 Blunt 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+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% 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. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 104% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +11 (+4 eff.) Res.pen +11% physical Acc +8 (+2 eff.) Apr +5 ----- def ----- Defense +5 (+2 eff.) Phys.save +3 (+1 eff.) Disarm- +10% ---------- misc Hate/m.crit +1.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 physical While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% darkness ----- def ----- Armour +16 Resists +3% darkness Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun dps ---------- Phys.crit +2.0% Dmg.mod +15% fire Acc +8 (+2 eff.) ----- def ----- Resists +3% temporal ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% darkness +6% physical Max.HP +30.00 HP.reg +3.50 Heal.mod +11% ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +28.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind +5% physical Melee Ret 2 physical ----- def ----- Defense +15 (+4 eff.) Resists +1% physical Max.HP +30.00 ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +8 Str +1 Cun +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% light ---------- misc See.Invis +12 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 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical Apr +1 ----- def ----- Armour +2 Defense +27 (+7 eff.) Phys.save +6 (+3 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 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue -4% Phys.save +5 (+2 eff.) Max.HP +50.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 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 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +3% nature Res.pen +20% mind +15% nature Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training 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 [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Fatigue -5% Crit.chn- 5.00% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.enc +24 Light +3 See.Invis +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +10% lightning +7% physical +6% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +6% physical +7% darkness ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +12% temporal +3% mind +6% nature Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+1 eff.) Resists +25% lightning +9% cold +9% light +6% acid Cut- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Mag +1 Cun +6 Con dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +5% blight +5% cold Mind.save +7 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +7% acid +6% lightning +11% cold +12% arcane +12% fire ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +3% nature +6% mind +6% blight Shield.pwr +13% Mind.save +14 (+7 eff.) HP.reg +5.20 Blind- +10% A pointy cloth hat, very wizardly... |
![]() 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
![]() 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 [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +1.0% Mind.pwr +15 (+7 eff.) Dmg.mod +3% lightning ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Equi/ret +0.04 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 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +5% arcane +3% temporal Crit.chn- 15.00% Max.HP +69.00 Heal.mod +5% Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Cun ----- def ----- Crit.chn- 5.00% Max.HP +21.00 HP.reg +2.00 Blind- +10% Knockbk- +10% ---------- misc Max.stam +16.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Mag dps ---------- Dmg.mod +9% fire Res.pen +10% fire Melee Ret 2 nature ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Nibiru the Shalore Shadowblade level 18
34th Dusk 122nd year of Ascendancy at 09:21 see stats
By Nibiru the Shalore Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 16:43 see stats
By Nibiru the Shalore Shadowblade level 20
52nd Dusk 122nd year of Ascendancy at 02:05 see stats
By Nibiru the Shalore Shadowblade level 9
6th Mirth 122nd year of Ascendancy at 01:51 see stats
By Nibiru the Shalore Shadowblade level 12
3rd Summertide 122nd year of Ascendancy at 01:44 see stats
By Nibiru the Shalore Shadowblade level 21
61st Dusk 122nd year of Ascendancy at 08:20 see stats
By Nibiru the Shalore Shadowblade level 15
5th Dusk 122nd year of Ascendancy at 20:22 see stats
Log
You collect a new ingredient: sandworm tooth (1).
Nibiru performs a melee critical strike against Silyba the sandworm!
Nibiru is focusing on penetrating defenses.
Nibiru hits Silyba the sandworm for 189 physical, 6 lightning, 24 darkness (218 total damage).
Nibiru killed Silyba the sandworm!
The unstable sand tunnel collapses!
Nibiru is poisoned!
Unstable sand tunnel hits 3-headed hydra (wild summon) for 183 physical damage.
Silyba the sandworm's poison area effect hits Nibiru for 14 nature damage.
Nibiru is no longer evading attacks.
Nibiru's Inner Demon is no longer evading attacks.
Nibiru's Inner Demon has recovered from poor sleep.
Poison from Silyba the sandworm hits Nibiru for 14 nature damage.
3-headed hydra (wild summon) breathes poison!
3-headed hydra (wild summon) hits Nibiru for 34 nature damage.
Silyba the sandworm's poison area effect hits Nibiru for 14 nature damage.
The unstable sand tunnel collapses!
Nibiru vanishes from sight.
Nibiru deactivates Secrets of the Eternals.
Nibiru is freed from the demons.
Talent Shadowstep is ready to use.
Talent Dual Strike is ready to use.
Poison from Silyba the sandworm hits Nibiru for 66 nature damage.
3-headed hydra (wild summon) breathes acid!
Nibiru reacts to damage from 3-headed hydra (wild summon), mitigating the blow!.
3-headed hydra (wild summon) hits Nibiru for (60 reacted , -5 stam), 134 acid (134 total damage).
Nibiru the level 22 shalore shadowblade was melted to death by a 3-headed hydra (wild summon) on level 4 of Sandworm lair.
You end your Shadow Dance.
Stealth is still on cooldown for 1 turns.