










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.1.0Modifies 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description 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 1.5.9Official 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 | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 21 / 67% |
Size | medium |
Lifes / Deaths | Killed by Xanathra the king cobra at level 10 on the 6th Dusk 122nd year of Ascendancy at 04:45 2 / 3Killed by ritch flamespitter at level 16 on the 73rd Dusk 122nd year of Ascendancy at 13:55 Killed by Aeralerin the fire drake at level 21 on the 68th Haze 122nd year of Ascendancy at 14:10 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 77 (base 50) |
Constitution | 26 (base 10) |
Magic | 50 (base 20) |
Willpower | 28 (base 13) |
Cunning | 48 (base 30) |
Resources
Mana | 310/310 |
Equilibrium | 0 |
Life | 414/414 |
Positive | 99/110 |
Stamina | 210/210 |
Healing Factor | 1.2224489795919 |
Regeneration | 5.5621428571431 |
Speed
Mental | -1.3100631690577E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -1.3100631690577E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 7 |
See Stealth | 17 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 82 |
Accuracy | 55 |
Crit Chance | 35% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 17% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Darkness | +14% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 36 (56.01246105919%) |
Defense | 55 |
Ranged Defense | 61 |
Fatigue | 1.5995055624227 |
Physical Save | 40 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 29%( 70%) |
Cold | + 10%( 70%) |
All | + 4%( 70%) |
Darkness | + 28%( 70%) |
Light | + 16%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 33%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 25% |
Disarm Resistance | 20% |
Knockback Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 80% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: 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 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Shadow magic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Parrying melee and ranged attacks: Has a 39% chance to deflect up to 18 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
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 failed to protect the injured seer from death by Ce'Nulraldata the copperhead snake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+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 Shardskin. * 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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. 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.' * '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 green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Armour +5 Defense +25 (+8 eff.) Rng.Def +5 (+1 eff.) Fatigue +5% Phys.save +6 (+2 eff.) Spell.save +13 (+4 eff.) Blind- +10% Disease- +10% Disarm- +15% Stun/Frz- +5% ---------- misc Spell.cld 10% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +8% blight +6% cold +6% acid Mind.save +8 (+4 eff.) HP.reg +3.10 ---------- misc Light -7 Infravis +4 See.Stealth +17 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +13 Dex +5 Mag +2 Cun ----- def ----- Armour +3 Fatigue +3% ---------- misc Telepathy Humanoid/Orc A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +8 Resists +15% darkness Mind.save +9 (+4 eff.) Silence- +15% Stun/Frz- +15% Def/telep +5 Res/telep +5% Dur/telep +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Resists +6% light Blind- +20% Silence- +10% ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +18% fire Phys.save +30 (+10 eff.) HP.reg +1.20 Stun/Frz- +25% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Dex +11 Mag +12 Wil +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+5 eff.) Apr +2 ----- def ----- Heal.mod +10% ---------- misc Max.stam +5.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +5 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +4 Resists +14% lightning Stun/Frz- +20% Amulets can have magical properties. |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness 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 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 117.47 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Lck dps ---------- Res.pen +10% acid ----- def ----- Resists +9% blight +6% fire +12% lightning Spell.save +9 (+3 eff.) Stealth +7 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 22.0 - 28.6 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +4.0% ----- def ----- Resists +9% blight +6% fire +6% nature Phys.save +6 (+2 eff.) Pinning- +15% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Apr +5 ----- def ----- Armour +6 Defense +11 (+4 eff.) Rng.Def +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +3 (+0 eff.) Fatigue +8% Resists +19% lightning +6% light Crit.dmg- 15.00% Spell.save +10 (+3 eff.) Disarm- +5% Confus- +10% Stun/Frz- +15% A suit of armour made of leather. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.86 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. 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 ability. |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 5 turns. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 24) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any animal around. 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 ability. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% arcane Res.pen +20% mind Phasing +10% ---------- misc Mana/turn +0.16 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Dex +8 Cun +6 Con ----- def ----- Resists +15% nature +18% blight Poison- +20% Disease- +25% ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +21% ---------- misc Masteries +0.10 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +10% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -6% Resists +5% arcane +9% lightning ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +14 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 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 154% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +29.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +13 Crit +6.0% Atk.spd 100% Phasing +12% Melee+ +8 cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Nature Power 11.0 - 14.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison +4 temporal +8 nature Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 13.0 - 16.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +16 mind +8 fire On Crit.r2 +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +31% Massive two-handed swords. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 143% Range +8 Proj.spd +200% Ranged+ +8 acid On Hit.r1 +2 arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +8% acid +11% physical +6% temporal Res.pen +7% temporal +5% arcane +8% physical ----- def ----- Resists +9% temporal ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +20% physical ----- def ----- Phys.save +30 (+10 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.stam +20.00 Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +3 (+1 eff.) Res.pen +15% mind Apr +1 ----- def ----- Resists +1% physical Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind +12% fire ----- def ----- Resists +6% temporal +27% fire +9% darkness +12% mind Spell.save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% lightning Res.pen +25% fire Apr +4 Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% fire A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +1 Dex ----- def ----- Armour +3 Fatigue -3% Resists +9% blight +3% light +5% arcane Phys.save +7 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Res.pen +5% arcane ----- def ----- Armour +3 Defense +12 (+4 eff.) Fatigue +2% Resists +3% lightning +9% temporal Mind.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% mind +6% physical Acc +8 (+2 eff.) ----- def ----- Armour +13 ---------- misc Hate/m.crit +4.00 Max.stam +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +5 Dex +2 Mag +3 Wil dps ---------- Melee+ 9 light Dmg.mod +5% light +27% arcane Res.pen +15% arcane ----- def ----- Armour +2 Resists +8% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +11 Dex dps ---------- Spell.crit +4% S.pwr/crit +4 Dmg.mod +6% fire ----- def ----- Armour +5 Fatigue +5% Resists +9% cold +16% darkness +7% fire ---------- misc Infravis +6 A cap made of leather. |
![]() 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 (+4 eff.) Spell.save +12 (+4 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. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +5% Spell.pwr +6 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +16 (+8 eff.) Confus- -20% Fear- -20% ---------- misc Mana/turn +1.00 Mana/ret +0.70 Max.mana +52.00 Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 71 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +3% Resists +13% lightning +7% temporal Mind.save +9 (+4 eff.) Stun/Frz- +25% A cap made of leather. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +14% Resists +17% acid A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% acid +9% light ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% light +11% darkness A suit of armour made of leather. |
![]() 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. |
![]() 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- 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] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 12 temporal ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +12% light Spell.save +6 (+2 eff.) Poison- +10% Disarm- +15% ---------- misc Light +2 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 While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc Light +2 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +1 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Disarm traps (37 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 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. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By DAETH_INCARNATE the Shalore Shadowblade level 15
57th Dusk 122nd year of Ascendancy at 07:59 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 19
57th Haze 122nd year of Ascendancy at 21:07 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 10
5th Dusk 122nd year of Ascendancy at 08:40 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 20
57th Haze 122nd year of Ascendancy at 22:14 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 11
15th Dusk 122nd year of Ascendancy at 05:52 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 9
1st Dusk 122nd year of Ascendancy at 04:07 see stats
By DAETH_INCARNATE the Shalore Shadowblade level 15
69th Dusk 122nd year of Ascendancy at 20:45 see stats
Log
DAETH_INCARNATE shrugs off the critical damage!
DAETH_INCARNATE is knocked back!
Aeralerin the fire drake misses DAETH_INCARNATE.
Aeralerin the fire drake hits DAETH_INCARNATE for 48 physical damage.
DAETH_INCARNATE the level 21 shalore shadowblade was struck to death by Aeralerin the fire drake on level 4 of Daikara.
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You have 2 life(s) left.
DAETH_INCARNATE deactivates Shadow Feed.
DAETH_INCARNATE deactivates Trained Reactions.
DAETH_INCARNATE slows down.
DAETH_INCARNATE deactivates Chant of Fortress.
DAETH_INCARNATE stops burning.
DAETH_INCARNATE is moving less freely.
DAETH_INCARNATE deactivates Shadow Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aeralerin the fire drake killed DAETH_INCARNATE!
Resting starts...
Talent Shadow Feed is ready to use.
Talent Trained Reactions is ready to use.
Talent Shadow Combat is ready to use.
Talent Chant of Fortress is ready to use.
Talent Flurry is ready to use.
Talent Infusion: Movement is ready to use.
Talent Blinding Speed is ready to use.
Rested for 54 turns (stop reason: all resources and life at maximum).
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Saving done.