










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 | 30 / 13% |
Size | medium |
Lifes / Deaths | Killed by Siluriwe the xorn at level 21 on the 76th Dusk 123rd year of Ascendancy at 08:14 3 / 4Killed by Betewyn the armoured skeleton warrior at level 25 on the 54th Haze 123rd year of Ascendancy at 10:07 Killed by Gloromira the grave wight at level 30 on the 15th Regrowth 124th year of Ascendancy at 00:02 Killed by DAETH_INCARNATUM at level 30 on the 15th Regrowth 124th year of Ascendancy at 00:07 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 53 (base 44) |
Constitution | 19 (base 10) |
Magic | 56 (base 51) |
Willpower | 20 (base 10) |
Cunning | 55 (base 35) |
Resources
Life | 638/638 |
Mana | 324/324 |
Stamina | 212/212 |
Healing Factor | 1.5314285714285 |
Regeneration | 2.8331428571427 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 36.505322849936 |
See Invisible | 36.505322849936 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 118 |
Accuracy | 47 |
Crit Chance | 43% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 68 |
Accuracy | 47 |
Crit Chance | 50% |
APR | 36 |
Speed | 0.90 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 25% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Darkness | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +11% |
Darkness | +15% |
Lightning | +10% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 29 (81.01246105919%) |
Defense | 59 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 32 |
Mental Save | 37 |
Defense: Resistances
Blight | + 35%( 70%) |
Cold | + 36%( 70%) |
All | + 4%( 70%) |
Darkness | + 25%( 70%) |
Light | + 13%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 16%( 70%) |
Mind | + 10%( 70%) |
Fire | + 17%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Pinning Resistance | 55% |
Disarm Resistance | 85% |
Confusion Resistance | 35% |
Silence Resistance | 10% |
Stun Resistance | 72% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 373% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 31% chance to deflect up to 23 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 |
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 failed to protect the injured seer from death by Islilaith the hummerhorn. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Iselaith the forest wight. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You failed to protect the lost anorithil from death by Emubressra the snow giant boulder thrower. Escort: lost anorithil (level 3 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by Silumima the wolf. Escort: repented thief (level 1 of Daikara) | failed |
You abandoned repented thief to death. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 3 of Dreadfell) | failed |
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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed warg claw. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +11% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Fatigue +3% Resists +12% blight +9% temporal +6% mind Silence- +10% Confus- +20% Stun/Frz- +20% Knockbk- +10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +9% Mind.pwr +7 (+3 eff.) Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +47.00 Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Melee+ 3 acid 7 cold 4 lightning 5 fire Dmg.mod +3% lightning Res.pen +10% lightning +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +12% darkness +12% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +1.60 Stun/Frz- +22% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +6% light Spell.save +12 (+6 eff.) Max.HP +28.00 Disarm- +35% Confus- +5% Pinning- +31% Knockbk- +25% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +1 Wil dps ---------- Crit.mult +5.00% Acc +6 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +13% cold +14% fire +12% temporal Unseen.red 11% Heal/summ +20 Pinning- +24% Knockbk- +26% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego] Master Power 34.5 - 44.9 Physical Uses 45% Cun, 50% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
Around waist | ![]() 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. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +5% darkness Melee Ret 8 arcane On Hit (Melee): * 15% chance to blind ----- def ----- Defense +8 (+2 eff.) Resists +10% darkness +3% light Phys.save +7 (+3 eff.) Stealth +13 Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 651% 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 Cunning 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Fatigue -5% Resists +31% light +21% darkness HP.reg +0.90 Blind- +41% Poison- +5% Disarm- +5% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +7 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +3% mind +7% physical ----- def ----- Fatigue -7% Resists +9% light Mind.save +20 (+7 eff.) HP.reg +0.60 Heal/summ +10 ---------- misc Stam/turn +0.80 Max.psi +30.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +12% lightning +30% fire Stun/Frz- +27% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Teleport- +50% Teleport you randomly (rad 32) Puts all charms on 14 cooldown Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +5% blight +6% fire +13% nature +9% darkness Spell.save +42 (+17 eff.) Poison- +14% Disease- +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Apr +3 On Hit (Melee): * 30% chance to blind ----- def ----- Phys.save +30 (+10 eff.) Max.HP +29.00 HP.reg +1.40 Disarm- +24% Pinning- +28% Knockbk- +33% ---------- misc Stam/turn +0.40 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Crit.mult +3.00% Phys.pwr +8 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Resists +26% darkness +12% temporal Phys.save +30 (+10 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +12 See.Invis +8 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Apr +5 ----- def ----- Resists +9% fire Mind.save +9 (+4 eff.) Max.HP +25.00 Disarm- +26% Pinning- +22% Knockbk- +28% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +25% Knockbk- +23% Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 22.5 - 29.3 Physical Uses 45% Dex, 45% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: ----- def ----- Resists +5% arcane +9% blight Blind- +15% Cut- +25% Stun/Frz- +40% Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Con ----- def ----- Max.HP +34.00 ---------- misc Telepathy Dragon Humanoid/Orc A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+3 eff.) Stealth +9 Max.HP +37.00 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +5% arcane +3% temporal Phys.save +6 (+2 eff.) Poison- +5% Confus- +20% Teleport- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +22% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Melee+ 5 temporal Ranged+ 8 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +8% temporal Stun/Frz- +20% ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.psi +30.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness +9% physical Apr +5 ----- def ----- Armour +1 Resists +6% darkness +2% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire +9% light +5% arcane Phys.save +35 (+12 eff.) Die.at -80.00 life Silence- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Melee Ret 4 arcane 4 blight ----- def ----- Armour +7 Fatigue +4% Resists +19% mind +5% arcane Mind.save +13 (+5 eff.) Confus- +28% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +1 Mag +6 Con ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +6 A cap made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +7% Resists +6% nature +23% fire Phys.save +6 (+2 eff.) Die.at -80.00 life Blind- +30% Cut- +30% Silence- +15% 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +6% acid +9% mind +9% nature +6% lightning Res.pen +5% lightning Apr +14 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% nature +6% acid Phys.save +15 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +15 (+6 eff.) Max.HP +85.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Dmg.mod +9% fire ----- def ----- Resists +3% fire Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- 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. |
![]() 0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +9 (+3 eff.) Dmg.mod +6% acid +9% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +7% blight +8% darkness Mind.save +7 (+3 eff.) ---------- misc Light +5 Infravis +4 See.Stealth +13 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 19 blight damage or heals 28 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 106% of the healing done. This effect scales with your Magic stat.. Uses 67 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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 [Random Unique] Psionic While equipped: dps ---------- Phys.crit +2.0% Crit.mult +6.00% ---------- misc Stam/turn +0.20 Wards +1 physical +2 mind +2 darkness Talents +1 Ward Teleport randomly (rad 27) Puts all charms on 27 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 16 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% darkness Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 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. |
Achievements
By DAETH_INCARNATUM the Shalore Shadowblade level 9
37th Dusk 122nd year of Ascendancy at 01:18 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 21
66th Pyre 123rd year of Ascendancy at 11:59 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 10
47th Dusk 122nd year of Ascendancy at 12:36 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 20
40th Pyre 123rd year of Ascendancy at 08:33 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 30
5th Regrowth 124th year of Ascendancy at 22:42 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 18
16th Regrowth 123rd year of Ascendancy at 21:08 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 7
14th Dusk 122nd year of Ascendancy at 19:28 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 7
13rd Dusk 122nd year of Ascendancy at 07:29 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 21
65th Pyre 123rd year of Ascendancy at 15:25 see stats
By DAETH_INCARNATUM the Shalore Shadowblade level 15
34th Haze 122nd year of Ascendancy at 13:18 see stats
Log
Ghoul receives 54 healing from Ghoul's purging blight area effect.
Gloromira the grave wight loses 13 health to the entropy.
Gloromira the grave wight casts Netherblast.
Gloromira the grave wight's spell attains critical power!
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Adida the barrow wight uses Block.
Gloromira the grave wight's Netherblast hits DAETH_INCARNATUM for 158 temporal damage.
DAETH_INCARNATUM the level 30 shalore shadowblade was paradoxed to death by Gloromira the grave wight on level 6 of Dreadfell.
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You have 3 life(s) left.
DAETH_INCARNATUM regains their strength.
You are no longer encumbered.
DAETH_INCARNATUM slows down.
DAETH_INCARNATUM's attacks are less focused.
DAETH_INCARNATUM has survived the entropic gift.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gloromira the grave wight's Netherblast killed DAETH_INCARNATUM!
Talent Shadow Feed is ready to use.
Talent Trained Reactions is ready to use.
--------------------------------
Saving done.
Saving game...