











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 | 28 / 92% |
Size | medium |
Lifes / Deaths | Killed by Xeriwyn the snow giant at level 28 on the 41st Haze 122nd year of Ascendancy at 10:23 / 1 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 70 (base 60) |
Constitution | 19 (base 10) |
Magic | 23 (base 13) |
Willpower | 22 (base 10) |
Cunning | 57 (base 51) |
Resources
Life | -132/555 |
Mana | 201/362 |
Stamina | 133/241 |
Healing Factor | 1.4291723257555 |
Regeneration | 4.6448100587055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 35.580577165004 |
See Invisible | 35.580577165004 |
Offense: Mainhand
Damage | 81 |
Accuracy | 65 |
Crit Chance | 41% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 65 |
Crit Chance | 43% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +15% |
Arcane | +6% |
Cold | +21% |
All | 0% |
Lightning | +9% |
Light | +7% |
Physical | +29% |
Darkness | +12% |
Nature | +7% |
Offense: Damage Penetration
Blight | +52% |
Physical | +58% |
Cold | +47% |
All | +32% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 36 |
Defense: Resistances
Physical | + 24%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 15%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 15%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 24%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 60% |
Instadeath Resistance | 100% |
Stun Resistance | 29% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
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 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
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 |
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 successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 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 fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) Apr +4 On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +2% Max.HP +20.00 Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Apr +7 ----- def ----- Armour +1 Defense +15 (+3 eff.) Fatigue +1% Resists +3% cold A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag +4 Wil dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +9 (+4 eff.) Melee+ 14 darkness 11 arcane Dmg.mod +9% lightning +21% cold +7% darkness +6% arcane Res.pen +15% cold ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness +4% arcane 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 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Die.at -40.00 life Blind- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Acc +20 (+5 eff.) Melee Ret 2 physical ----- def ----- Resists +5% arcane Mind.save +5 (+3 eff.) Die.at -20.00 life Confus- +21% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +15% blight +12% physical Res.pen +20% physical ----- def ----- Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +29% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Mag +5 Wil dps ---------- Melee+ 8 light 7 darkness Dmg.mod +7% light +5% darkness Res.pen +20% blight On Melee Ret: * 7% chance to reduce damage dealt by 17% * 9% chance to blind ----- def ----- Resists +13% mind Confus- +29% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +40.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Master Power 132% 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% While equipped: dps ---------- Res.pen +7% all +6% physical Acc +15 (+4 eff.) Apr +12 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% lightning +3% fire +5% arcane Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +5% arcane Phys.save +9 (+5 eff.) Die.at -20.00 life Heal.mod +20% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Create a temporary shield that absorbs 194 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life 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 [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature +14% physical ----- def ----- Resists +9% all +14% physical Poison- +20% Disease- +23% 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 56 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +6% lightning +11% mind +3% light Confus- +21% ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +7 Mag +7 Cun +5 Con dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) Mov.spd +10% Dmg.mod +6% acid +6% fire +6% cold +5% lightning Melee Ret 6 cold ----- def ----- Fatigue -6% Resists +3% cold +6% temporal HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +7 (+4 eff.) Melee+ 10 light Ranged+ 14 light Dmg.mod +11% light ----- def ----- Resists +10% blight Rings make your fingers look great! It was hardened by the digestive sack. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Phys.save +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 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! |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature 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 +6 Str +6 Dex +5 Mag +7 Wil +7 Cun +9 Con Massive two-handed swords. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 107% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +20 physical On Hit: * 20% chance to slow global speed by 47% While equipped: Stats +2 Dex +7 Wil +9 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Max.HP +29.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 91.67 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 130% 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% While equipped: Stats +2 Str +5 Wil +1 Cun dps ---------- Dmg.mod +21% acid Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +21% mind ----- def ----- Resists +8% lightning +8% darkness +7% cold +17% blight +8% fire +8% light +9% all Phys.save +12 (+6 eff.) Spell.save +26 (+15 eff.) Mind.save +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% all Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +3 Wil ----- def ----- Resists +6% lightning +6% temporal +3% cold ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +4 Mag dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Defense +6 (+1 eff.) Phys.save +7 (+4 eff.) ---------- 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 feet armor [Rare] Master While equipped: Stats +6 Str +4 Dex +2 Cun +7 Con dps ---------- Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Phasing +10% Apr +4 Melee Ret 2 arcane ----- def ----- Armour +1 ---------- misc Mana/s.crit +1.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Res.pen +5% nature Apr +3 Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 47% * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 cold 7 physical Dmg.mod +6% physical +5% cold ----- def ----- Armour +8 Resists +24% cold HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.mana +40.00 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+0 eff.) Resists +19% lightning +9% temporal +6% darkness +9% fire +5% arcane +3% acid ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +6% darkness Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 28% and attempts to push all creatures other than yourself out of its radius, inflicting 6.08 light damage and 6.36 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +3% cold ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +7 Mag +5 Con dps ---------- Res.pen +10% cold ----- def ----- Armour +4 Fatigue +4% Resists +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 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 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 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 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 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 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] Master While equipped: Stats +3 Dex +1 Mag +2 Con ---------- misc Light +5 Infravis +1 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 +3 Str +4 Mag +3 Wil dps ---------- Res.pen +5% cold ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +17% ---------- misc Light +4 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +8 Mag dps ---------- Spell.crit +2% Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +6% arcane ---------- misc Infravis +2 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 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Res.pen +10% mind +20% physical Apr +6 ----- def ----- Armour +4 Max.HP +22.00 ---------- misc Max.stam +21.00 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. |
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. |
Achievements
By Tiny the Shalore Shadowblade level 26
10th Haze 122nd year of Ascendancy at 09:19 see stats
By Tiny the Shalore Shadowblade level 24
78th Dusk 122nd year of Ascendancy at 23:38 see stats
By Tiny the Shalore Shadowblade level 20
56th Dusk 122nd year of Ascendancy at 18:26 see stats
By Tiny the Shalore Shadowblade level 24
78th Dusk 122nd year of Ascendancy at 15:06 see stats
By Tiny the Shalore Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 07:12 see stats
By Tiny the Shalore Shadowblade level 20
41st Dusk 122nd year of Ascendancy at 08:53 see stats
By Tiny the Shalore Shadowblade level 19
40th Dusk 122nd year of Ascendancy at 05:10 see stats
By Tiny the Shalore Shadowblade level 11
9th Flare 122nd year of Ascendancy at 12:50 see stats
By Tiny the Shalore Shadowblade level 10
2nd Summertide 122nd year of Ascendancy at 11:21 see stats
By Tiny the Shalore Shadowblade level 23
69th Dusk 122nd year of Ascendancy at 03:08 see stats
By Tiny the Shalore Shadowblade level 15
19th Dusk 122nd year of Ascendancy at 08:03 see stats
Log
Talent Tumble is ready to use.
Xeriwyn the snow giant performs a melee critical strike against Something!
Xeriwyn the snow giant performs a melee critical strike against Something!
Xeriwyn the snow giant hits Something for 1 physical, 0 fire, 0 cold, 0 darkness, 0 physical, 0 fire, 0 cold, 0 darkness (1 total damage).
Your summoned Mirror Image disappears.
Tiny's fully exits the shadows.
You may not change level so soon after a kill (4 game turns left to wait)!
Tiny casts Invisibility.
Tiny vanishes from sight.
Xeriwyn the snow giant performs a melee critical strike against Something!
Xeriwyn the snow giant performs a melee critical strike against Something!
Xeriwyn the snow giant hits Something for 1 physical damage.
Xeriwyn the snow giant casts Shadowstep.
Xeriwyn the snow giant performs a melee critical strike against Tiny!
Tiny reacts to an attack from Xeriwyn the snow giant, mitigating the blow!.
Tiny reacts to an attack from Xeriwyn the snow giant, mitigating the blow!.
Tiny is dazed!
Melee retaliation hits Xeriwyn the snow giant for 2 physical, 2 physical (3 total damage).
Xeriwyn the snow giant hits Tiny for (85 reacted , -5 stam), 194 darkness, 6 fire, 9 cold, 39 darkness, (22 parried), (35 reacted , -5 stam), 80 darkness, 6 fire, 9 cold, 39 darkness (381 total damage).
Xeriwyn the snow giant performs a melee critical strike against Tiny!
Tiny reacts to an attack from Xeriwyn the snow giant, mitigating the blow!.
Tiny is not dazed anymore.
Tiny vanishes from sight.
Tiny deactivates Secrets of the Eternals.
Melee retaliation hits Xeriwyn the snow giant for 2 physical, 2 physical (3 total damage).
Xeriwyn the snow giant hits Tiny for (32 reacted , -5 stam), 88 physical, 6 fire, 9 cold, 39 darkness, (19 parried), 49 physical, 6 fire, 9 cold, 39 darkness (243 total damage).
Tiny the level 28 shalore shadowblade was darkened to death by Xeriwyn the snow giant on level 2 of Tempest Peak.