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 | Halfling |
Class | Shadowblade |
Level / Exp | 28 / 66% |
Size | small |
Lifes / Deaths | Killed by Maneleus's Inner Demon at level 19 on the 73rd Haze 122nd year of Ascendancy at 21:19 5 / 2Killed by Polibreta the degenerated skeleton warrior at level 28 on the 16th Pyre 123rd year of Ascendancy at 08:49 |
Primary Stats
Strength | 11 (base 13) |
Dexterity | 63 (base 38) |
Constitution | 20 (base 10) |
Magic | 47 (base 28) |
Willpower | 16 (base 10) |
Cunning | 76 (base 57) |
Resources
Life | -123/769 |
Mana | 32/192 |
Stamina | 9/176 |
Healing Factor | 1.2970588855782 |
Regeneration | 137.21585950531 |
Speed
Mental | +18.24582049534% |
Attack | 0% |
Movement | +35% |
Spell | +18.24582049534% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 40.174866052011 |
See Invisible | 43.174866052011 |
Offense: Mainhand
Damage | 65 |
Accuracy | 71 |
Crit Chance | 36% |
APR | 19 |
Speed | 0.85 |
Offense: Offhand
Damage | 49 |
Accuracy | 71 |
Crit Chance | 40% |
APR | 23 |
Speed | 0.85 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 26% |
Speed | 0.8456958527675 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Nature | +7% |
Acid | +12% |
Arcane | +5% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +26% |
Light | +31% |
Nature | +26% |
Mind | +41% |
All | +16% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 26 |
Mental Save | 36 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 32%( 70%) |
All | + 17%( 70%) |
Darkness | + 53%( 70%) |
Light | + 19%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 18%( 70%) |
Fire | + 26%( 70%) |
Lightning | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Pinning Resistance | 49% |
Poison Resistance | 31% |
Knockback Resistance | 21% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 98 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Feed |
talent | Trained Reactions |
talent | Phantasmal Shield |
talent | Shadow Combat |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
beneficial effect | The target is enveloped in shadows gaining 28 spellpower and defense. Shadowguard |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
beneficial effect | A flow of life spins around the target, regenerating 93.64 life per turn. Regeneration |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is suffering from distracting wounds, and has a 18% chance to fail to use a talent and injure itself for 207 physical damage. Fumble |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target has 27% chance to evade melee and ranged attacks and gains 14 defense. Evasion |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 64%. Scoundrel's Strategies |
detrimental effect | The target is cursed, taking 11.13 darkness damage per turn and preventing natural life regeneration. Curse of Death |
beneficial effect | Parrying melee and ranged attacks: Has a 43% chance to deflect up to 19 damage from the next 2.8 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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Polarin the cold drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. 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 hummerhorn wing. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed sandworm tooth. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of hardened leather boots 'Korelar' (0 def, 6 armour) pair of hardened leather boots 'Korelar' (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +5 Dex +2 Cun +3 Con +11 Lck dps ---------- Res.pen +25% mind ----- def ----- Armour +6 Phys.save +13 (+6 eff.) Mind.save +10 (+5 eff.) Stealth +7 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | Balanceveil Balanceveil1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% nature +9% all Apr +8 Melee Ret 10 mind 2 nature On Hit (Melee): * 20% chance to slow global speed by 49% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Alanik the hardened leather cap (6 def, 3 armour) Alanik the hardened leather cap (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +6 (+1 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% Resists +7% acid +3% blight +8% fire +7% lightning +18% cold Phys.save +16 (+7 eff.) HP.reg +4.00 Teleport- +10% A cap made of leather. |
On hands | umbral hardened leather gloves of magic (+3) (0 def, 2 armour) umbral hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 9 darkness Dmg.mod +5% darkness +5% arcane ----- def ----- Armour +2 Resists +7% darkness 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 | Duvydig the Brightwinter (dig speed 29 turns) Duvydig the Brightwinter (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +8 Dex +1 Mag dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% Melee Ret 8 fire ----- def ----- Resists +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +1 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +13% darkness Res.pen +15% light ----- def ----- Resists +26% darkness HP.reg +3.00 Stun/Frz- +32% ---------- misc See.Invis +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | steel quartz ring steel quartz ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +12% acid Acc +8 (+2 eff.) ----- def ----- Resists +42% acid +12% lightning +5% arcane +3% light Max.HP +28.00 Disarm- +23% Pinning- +32% Stun/Frz- +30% Knockbk- +21% Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Silylrada (20-25 power, 6 apr) Silylrada (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- S.pwr/crit +6 Res.pen +7% all Acc +5 (+1 eff.) Apr +5 ----- def ----- Resists +7% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.12 Sharp, short and deadly. |
Around waist | hardened leather belt 'Satyrjam' hardened leather belt 'Satyrjam'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +25 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Defense +5 (+1 eff.) Resists +1% physical Max.HP +39.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In off hand | Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)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 4/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 157.58 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. |
Cloak | resilient linen cloak of the hunter (1 def, 0 armour) resilient linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Max.HP +77.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% blight +11% all Max.HP +57.00 HP.reg +1.90 Heal.mod +17% Poison- +31% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Dusknail the steel amulet Dusknail the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Melee Ret 4 darkness ----- def ----- Resists +6% acid +2% physical +9% mind +3% lightning Mind.save +15 (+6 eff.) Stun/Frz- +20% ---------- misc Masteries +0.20 Technique/Mobility Amulets make your neck look great! |
steel onyx ring steel onyx ring0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Max.HP +61.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
Aerywyn the Tundraobsidian (18-24 power, 7 apr) Aerywyn the Tundraobsidian (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 temporal On Crit.r2 +11 lightning +16 cold While equipped: Stats +8 Wil +8 Con dps ---------- Mov.spd +26% Res.pen +7% lightning +15% cold +10% temporal +7% all Acc +5 (+1 eff.) Apr +6 ----- def ----- Max.HP +10.00 Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
enhanced iron dagger (10-13 power, 5 apr) enhanced iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature 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% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun +4 Con Sharp, short and deadly. |
Deepspunish the steel waraxe (14-20 power, 3 apr) Deepspunish the steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 arcane +8 darkness +10 light Against +12% Undead On Hit.r1 +8 light +8 arcane On Crit.r2 +16 darkness +8 light While equipped: dps ---------- Dmg.mod +15% light Res.pen +20% darkness One-handed war axes. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +52.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour) verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% all Poison- +33% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galydular (0 def, 1 armour) Galydular (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Con +2 Mag dps ---------- Mind.crit +2% Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Blazewrecker the hardened leather gloves (0 def, 2 armour) Blazewrecker the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +15% physical Apr +1 ----- def ----- Armour +2 ---------- misc Stam/turn +2.00 Max.stam +30.00 Light +3 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. |
scouring hardened leather gloves of dexterity (+4) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+5 eff.) 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. |
grounding rough leather cap of constitution (+2) (0 def, 1 armour) grounding rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 alchemist agate 76 alchemist agate0.0 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Maneleus the Halfling Shadowblade level 9
40th Dusk 122nd year of Ascendancy at 21:01 see stats
By Maneleus the Halfling Shadowblade level 22
6th Decay 122nd year of Ascendancy at 21:16 see stats
By Maneleus the Halfling Shadowblade level 10
10th Haze 122nd year of Ascendancy at 04:13 see stats
By Maneleus the Halfling Shadowblade level 20
74th Haze 122nd year of Ascendancy at 07:09 see stats
By Maneleus the Halfling Shadowblade level 19
63rd Haze 122nd year of Ascendancy at 11:22 see stats
By Maneleus the Halfling Shadowblade level 8
8th Dusk 122nd year of Ascendancy at 23:58 see stats
By Maneleus the Halfling Shadowblade level 27
2nd Pyre 123rd year of Ascendancy at 11:13 see stats
By Maneleus the Halfling Shadowblade level 8
6th Mirth 122nd year of Ascendancy at 07:19 see stats
By Maneleus the Halfling Shadowblade level 27
1st Pyre 123rd year of Ascendancy at 21:31 see stats
By Maneleus the Halfling Shadowblade level 28
15th Pyre 123rd year of Ascendancy at 09:43 see stats
By Maneleus the Halfling Shadowblade level 18
36th Haze 122nd year of Ascendancy at 02:02 see stats
Log
Something hits Maneleus for (16 to ice), 24 light (24 total damage).
Maneleus is free from the ice.
Maneleus stops bleeding.
Talent Tumble is ready to use.
Curse of Death from Zubukira the ghast hits Maneleus for 7 darkness damage.
Maneleus's Dig is disrupted by her wounds!
Maneleus resists the stunning blow!
Something hits Maneleus for 26 physical damage.
Maneleus reacts to damage from Something, mitigating the blow!.
Something hits Maneleus for 84 darkness damage.
Searing Sight hits Maneleus for 18 light damage.
Something hits Maneleus for (57 reacted , -5 stam), 90 arcane (90 total damage).
LIFE LOST WARNING!
Something hits Maneleus for 41 light damage.
Keyboard input temporarily disabled.
Maneleus casts Illuminate.
Maneleus hits Something for 82 light damage.
Maneleus hits Something for 88 light damage.
Maneleus hits Something for 46 light, 31 healing (46 total damage) [31 healing].
Maneleus hits Something for 88 light damage.
Maneleus hits Something for (23 flat reduction), 60 light (60 total damage).
Maneleus is no longer surging arcane power.
Curse of Death from Zubukira the ghast hits Maneleus for 7 darkness damage.
Something misses Maneleus.
Something misses Maneleus.
Something hits Maneleus for 42 fire damage.
Searing Sight hits Maneleus for 18 light damage.
Something hits Maneleus for 103 fire damage.