









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Shadowblade |
Level / Exp | 25 / 63% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 25 on the 29th Regrowth 123rd year of Ascendancy at 17:42 6 / 1 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 46 (base 23) |
Constitution | 23 (base 15) |
Magic | 49 (base 35) |
Willpower | 19 (base 10) |
Cunning | 68 (base 54) |
Resources
Life | -270/681 |
Mana | 105/189 |
Stamina | 34/194 |
Healing Factor | 1.4199022211821 |
Regeneration | 25.393191278216 |
Speed
Mental | +18.245820495335% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | +18.245820495335% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 3 |
Stealth | 47 |
Offense: Mainhand
Damage | 59 |
Accuracy | 60 |
Crit Chance | 31% |
APR | 11 |
Speed | 0.85 |
Offense: Offhand
Damage | 30 |
Accuracy | 60 |
Crit Chance | 30% |
APR | 11 |
Speed | 0.85 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 18% |
Speed | 0.84569585276754 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +17% |
Lightning | +11% |
Nature | +6% |
Physical | +15% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 23 |
Mental Save | 35 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 25%( 70%) |
Cold | + 25%( 70%) |
All | + 14%( 70%) |
Lightning | + 45%( 70%) |
Light | + 19%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 28%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 11% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 329 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 82 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 425 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Trained Reactions |
talent | Phantasmal Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
beneficial effect | Increases defense by 11. Mobile Defense |
beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 11 defense. Evasion |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is enveloped in shadows gaining 33 spellpower and defense. Shadowguard |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.5 and stamina regeneration by 2.2. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 24% chance to deflect up to 13 damage from the next 2.7 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 failed to protect the lone alchemist from death by Adith the cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Xaninn the rattlesnake. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice ant stinger. * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +6% lightning +9% temporal +6% mind Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +7 Wil +8 Con dps ---------- Res.pen +20% fire ----- def ----- Resists +7% blight +6% acid HP.reg +3.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning +6% cold +12% physical Acc +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Die.at -40.00 life A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Melee+ 10 physical Dmg.mod +12% darkness +3% physical On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Armour +13 Defense +5 (+1 eff.) ---------- misc Max.stam +30.00 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +3% Dmg.mod +6% nature ----- def ----- Resists +11% nature +6% light Crit.chn- 10.00% Max.HP +60.00 Heal.mod +10% Pinning- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +5.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Armour +2 Resists +14% acid +10% cold +16% fire +14% lightning +2% all Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +7 (+3 eff.) Res.pen +5% mind Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +20 (+5 eff.) Mind.save +6 (+3 eff.) Confus- +11% Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 15% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 136.28 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Armour +2 Resists +3% nature +3% cold Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +30.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +15 (+7 eff.) Max.HP +40.00 HP.reg +2.10 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 200 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold Res.pen +10% cold +10% temporal ----- def ----- Resists +3% nature +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.20 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Dex +2 Mag dps ---------- Dmg.mod +14% blight Acc +8 (+2 eff.) ----- def ----- Armour +4 Resists +11% blight +6% mind ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 22 light Ranged+ 13 light Dmg.mod +12% light ----- def ----- Armour +2 Resists +2% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +3 Resists +3% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+4 eff.) Mov.spd +16% Dmg.mod +6% all Acc +7 (+1 eff.) ----- def ----- Defense +15 (+4 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Cun dps ---------- Melee+ 11 physical Ranged+ 13 physical Dmg.mod +3% darkness Res.pen +10% darkness Acc +10 (+2 eff.) Melee Ret 4 arcane 6 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 24 On Hit (Ranged): * 13% chance to reduce all saves and defense by 24 ----- def ----- Mind.save +6 (+3 eff.) Confus- +26% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid Res.pen +5% acid Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego++] Arcane/Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 fire damage (1/turn) On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +6% fire Res.pen +7% fire Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +31% Massive two-handed swords. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% fire Melee Ret 4 mind 4 cold ----- def ----- Armour +6 Fatigue +2% Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.16 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Mag +2 Wil +5 Con dps ---------- Dmg.mod +11% mind Res.pen +20% temporal ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Crit.chn- 15.00% ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Dmg.mod +9% fire ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Resists +4% physical Phys.save +7 (+4 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Str +3 Wil dps ---------- Melee Ret 10 acid ----- def ----- Armour +9 Fatigue +22% Resists +16% blight +15% darkness +15% acid Crit.chn- 10.00% ---------- misc Light +2 Infravis +2 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% blight Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +9 Fatigue +22% Resists +19% cold +3% light +3% temporal A suit of armour made of metal plates. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T1 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 20 and armour hardiness by 40% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Velibrewyn the Skeleton Shadowblade level 8
52nd Dusk 122nd year of Ascendancy at 12:12 see stats
By Velibrewyn the Skeleton Shadowblade level 21
14th Regrowth 123rd year of Ascendancy at 01:52 see stats
By Velibrewyn the Skeleton Shadowblade level 10
3rd Haze 122nd year of Ascendancy at 02:56 see stats
By Velibrewyn the Skeleton Shadowblade level 20
1st Allure 123rd year of Ascendancy at 14:55 see stats
By Velibrewyn the Skeleton Shadowblade level 22
14th Regrowth 123rd year of Ascendancy at 19:21 see stats
By Velibrewyn the Skeleton Shadowblade level 5
23rd Dusk 122nd year of Ascendancy at 13:18 see stats
By Velibrewyn the Skeleton Shadowblade level 9
79th Dusk 122nd year of Ascendancy at 12:25 see stats
By Velibrewyn the Skeleton Shadowblade level 18
3rd Decay 122nd year of Ascendancy at 21:00 see stats
Log
Shasshhiy'Kaish converts some damage to Psi!
Shadow Cut from Velibrewyn hits Shasshhiy'Kaish for 0 to psi, 15 darkness (15 total damage).
Shasshhiy'Kaish's Mind Storm hits Velibrewyn for 90 mind damage.
LIFE LOST WARNING!
Velibrewyn casts Rune: Shielding.
A shield forms around Velibrewyn.
Velibrewyn casts Rune: Shatter Afflictions.
Velibrewyn is free from the hex.
Velibrewyn uses Evasion.
Velibrewyn tries to evade attacks.
Velibrewyn performs a melee critical strike against Shasshhiy'Kaish!
Shasshhiy'Kaish resists the shadowy cut
Velibrewyn performs a melee critical strike against Shasshhiy'Kaish!
Shasshhiy'Kaish shrugs off the effect 'Silenced'!
Velibrewyn hits Shasshhiy'Kaish for 37 darkness, 40 physical, 8 physical, 26 darkness, 47 physical, 8 physical, 26 darkness (192 total damage).
Velibrewyn hits Velibrewyn for 21 healing, 21 healing (0 total damage) [43 healing].
Velibrewyn is visible again.
You end your Shadow Dance.
Talent Dual Strike is ready to use.
Shasshhiy'Kaish activates her burning crown!
Your shield crumbles under the damage!
The shield around Velibrewyn crumbles.
Shasshhiy'Kaish hits Velibrewyn for (67 absorbed), 0 physical, (67 absorbed), 0 fire, (67 absorbed), 0 physical, (67 absorbed), 0 fire, (63 absorbed), (4 ignored), 0 physical, 67 fire (67 total damage).
Shasshhiy'Kaish is fully armored again.
Shasshhiy'Kaish's mind surges with critical power!
Velibrewyn deflects the projectile from Shasshhiy'Kaish to the northeast!
Shasshhiy'Kaish converts some damage to Psi!
Shadow Cut from Velibrewyn hits Shasshhiy'Kaish for 0 to psi, 15 darkness (15 total damage).