











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 21 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by will o' the wisp at level 21 on the 3rd Haze 122nd year of Ascendancy at 09:50 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 61 (base 46) |
| Constitution | 28 (base 10) |
| Magic | 31 (base 14) |
| Willpower | 26 (base 10) |
| Cunning | 62 (base 42) |
Resources
| Life | -174/453 |
| Mana | 220/250 |
| Stamina | 192/200 |
| Healing Factor | 1.2363636363636 |
| Regeneration | 110.37826234009 |
Speed
| Mental | +3.01653630957% |
| Attack | 0% |
| Movement | +20% |
| Spell | +3.01653630957% |
| Global | +74.73841554559% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 36.889385242605 |
| See Invisible | 36.889385242605 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 57 |
| Crit Chance | 45% |
| APR | 32 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 57 |
| Crit Chance | 55% |
| APR | 22 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 27% |
| Speed | 0.97071794085073 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Light | +35% |
| Mind | +13% |
| Nature | +5% |
| Physical | +3% |
| Cold | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (44.670658682635%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 19 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 26%( 70%) |
| Light | + 34%( 70%) |
| Nature | + 34%( 70%) |
| Mind | + 17%( 70%) |
| Cold | + 48%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 230 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 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 90 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 332 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Secrets of the Eternals |
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is enveloped in shadows gaining 21 spellpower and defense. Shadowguard |
| beneficial effect | A flow of life spins around the target, regenerating 66.36 life per turn. Regeneration |
| beneficial effect | When hit the suit's motors displace you quickly, ignoring the blow. Pressure-enhanced Slashproof Combat Suit |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Reduces global action speed by 33%. Slow |
| beneficial effect | The target's critical strike damage bonus is increased by 43%. Shadowstrike |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target takes 30% more damage from necrotic minions. Rigor Mortis |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 22.7, stamina regeneration by 6.4 and all damage resistance by 25%. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 30% chance to deflect up to 17 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 44. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. * You've found the needed length of troll intestine. 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! | done |
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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Xyvea (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +1 Str +7 Con dps ---------- Crit.mult +20.00% Dmg.mod +13% mind +3% physical Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +13% mind A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | It Which Writhes0.0 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 10 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. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 14.08 cold and 9.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | marksman's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+2 eff.) ----- def ----- Resists +22% darkness Rings can have magical properties. |
| Around neck | steel amulet 'Heatborn'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 32% ---------- misc Equi/ret +0.08 Max.hate +4.00 Amulets can have magical properties. |
| In main hand | Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Power 30.0 - 39.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness +10% confusion While equipped: dps ---------- Dmg.mod +25% darkness ---------- misc Light +0 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. This item has been sent to the Item's Vault. |
| Around waist | Mayynn the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Cun +2 Mag dps ---------- Spell.pwr +4 (+1 eff.) Mind.pwr +25 (+8 eff.) ----- def ----- Crit.dmg- 15.00% Mind.save +7 (+4 eff.) ---------- misc Max.hate +4.00 Infravis +2 A belt that goes around your waist. |
| In off hand | Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light +10 blinding While equipped: dps ---------- Dmg.mod +25% light ---------- misc Light +2 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. This item has been sent to the Item's Vault. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+4 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the sneak (die at -360; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 859 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
wild infusion of the duelist (res 27%; physical; dur 2; cd 10)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 2 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. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 darkness, 5 blight, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 138.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
arcing dwarven-steel dagger of massacre (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 21.0 - 27.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Sharp, short and deadly. |
penetrating yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 90% Str, 20% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
elemental dwarven-steel mace of phasing (28-39.2 power, 14 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +14 Crit +1.5% Atk.spd 100% Phasing +12% On Hit: * Create an explosion dealing 74 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +17% fire Blunt and deadly. |
Xaldamina (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 mind 5 darkness Dmg.mod +3% mind +2% darkness Acc +5 (+1 eff.) ----- def ----- Armour +4 Phys.save +5 (+3 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Heal.mod +17% Heal/summ +10 ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating vined mindstar (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% mind Res.pen +3% mind ----- def ----- Resists +4% mind Dmg.Resnn +9% ---------- misc Psi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
magewarrior's short yew vilestaff of protection (20-24 power, 4 apr, blight element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +5 (+2 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% blight Acc +7 (+2 eff.) ----- def ----- Resists +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel steamsaw (11.5-17.25 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged dwarven-steel steamsaw (25-37.5 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Melee+ +8 mind On Hit: * 14% chance to reduce all saves and defense by 27 Uses 1.0 Steam While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellwoven cashmere robe of time (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Resists +10% temporal +11% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +11% all Poison- +25% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Max.HP +49.00 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. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
prismatic voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Arcane While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +11% light +12% darkness A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% cold HP.reg +3.90 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
troll-hide reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +53.00 HP.reg +4.70 Heal.mod +12% A suit of armour made of leather. |
dwarven-steel shield of winter (0 def, 6 armour, 86.5 block)7.0 T3 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 149 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 42 block)7.0 T2 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +10% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of yew arrows (16/16, 39-54.6 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 39.0 - 54.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 16 On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 agate0.0 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. |
2 onyx0.0 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. |
7 aquamarine0.0 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. |
7 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 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. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
8 amethyst0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz0.0 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. |
3 ametrine0.0 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. |
2 citrine0.0 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. |
5 zircon0.0 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. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Fardaonia the Shalore Shadowblade level 17
54th Dusk 122nd year of Ascendancy at 19:07 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fardaonia the Shalore Shadowblade level 17
55th Dusk 122nd year of Ascendancy at 13:43 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fardaonia the Shalore Shadowblade level 10
1st Flare 122nd year of Ascendancy at 18:49 see stats
Level 20 (Roguelike)
Got a character to level 20.By Fardaonia the Shalore Shadowblade level 20
77th Dusk 122nd year of Ascendancy at 11:08 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fardaonia the Shalore Shadowblade level 9
10th Mirth 122nd year of Ascendancy at 15:19 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Fardaonia the Shalore Shadowblade level 12
9th Flare 122nd year of Ascendancy at 20:45 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Fardaonia the Shalore Shadowblade level 20
78th Dusk 122nd year of Ascendancy at 09:01 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Fardaonia the Shalore Shadowblade level 20
79th Dusk 122nd year of Ascendancy at 14:55 see stats
Log
Fardaonia hits Skeleton mage for 200 physical, 26 darkness, 20 light, 48 darkness, 117 physical (411 total damage).
Fardaonia's can be afflicted again.
Fardaonia killed Skeleton mage!
Forgery of Haze (Celia) casts Rigor Mortis.
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Your shield crumbles under the damage!
The shield around Fardaonia crumbles.
Will o' the wisp misses Fardaonia.
Celia leeches life from Fardaonia!
Celia receives 20 healing from Fardaonia.
Celia hits Fardaonia for (230 absorbed), 101 darkness (101 total damage).
--------------------------------
Fardaonia casts Shadow Grasp.
Celia is silenced!
Celia is disarmed!
Celia HEALS from darkness damage!
Fardaonia hits Celia for (149 absorbed), 0 darkness, 93 healing (0 total damage) [93 healing].
Fardaonia slows down.
Fardaonia feels death coming!
Forgery of Haze (Celia) leeches life from Fardaonia!
Forgery of Haze (Celia)'s Rigor Mortis hits Fardaonia for 192 darkness damage.
Forgery of Haze (Celia) receives 37 healing from Fardaonia.
Armoured skeleton warrior is no longer out of phase.
Forgery of Haze (Celia) casts Invoke Darkness.
Forgery of Haze (Celia) leeches life from Fardaonia!
Forgery of Haze (Celia) hits Fardaonia for 224 darkness damage.
Forgery of Haze (Celia) receives 43 healing from Fardaonia.
Will o' the wisp explodes! Fardaonia is enveloped in frost.

























































































































