











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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.
Ashes of Urh'Rok 1.7.3Official 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 1.7.0Modifies 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 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 13 / 12% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 13 on the 11st Dusk 122nd year of Ascendancy at 08:26 / 1 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 36 (base 30) |
Constitution | 14 (base 10) |
Magic | 10 (base 10) |
Willpower | 21 (base 10) |
Cunning | 42 (base 37) |
Resources
Life | -7/270 |
Stamina | 129/164 |
Healing Factor | 1.1372895330003 |
Regeneration | 4.9472094685515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 60.168461712925 |
See Invisible | 72.168461712925 |
Offense: Mainhand
Damage | 45 |
Accuracy | 42 |
Crit Chance | 19% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Arcane | +3% |
Offense: Damage Penetration
Lightning | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 10 |
Mental Save | 29 |
Defense: Resistances
Fire | + 5%( 70%) |
Lightning | + 15%( 70%) |
Nature | + 10%( 70%) |
Temporal | + 11%( 70%) |
Darkness | + 6%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% (-) ----- def ----- Armour +1 (-) A pair of boots made of leather. |
Light source | ![]() survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+6 eff.) (-) Heal.mod +10% (-) ---------- 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 | ![]() insulating rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3(-) Con ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +5%(-) fire +5%(-) cold A cap made of leather. |
On hands | ![]() Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+3 eff.) (-) ----- def ----- Mind.save +10 (+5 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() copper ring 'Blazegrinder' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3(-) Dex dps ---------- Acc +6 (+2 eff.) (-) ----- def ----- Resists +5%(-) arcane +6%(-) temporal HP.reg +2.00 (-) ---------- misc Light +1 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring of pilfering 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3(-) Dex dps ---------- Acc +14 (+4 eff.) (+8 (+2 eff.)) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +0%(-5%) arcane +0%(-6%) temporal HP.reg +0.00 (-2.00) ---------- misc Light +0 (-1) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() grounding copper amulet of willpower (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2(-) Wil ----- def ----- Resists +10%(-) lightning Stun/Frz- +20% (-) Amulets make your neck look great! |
In main hand | ![]() steel dagger of massacre (18-23 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 (-) Crit +5.0% (-) Atk.spd 100% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | ![]() grounding rough leather belt of the mystic 1.0 T1 belt armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.pwr +2 (+2 eff.) (-) ----- def ----- Resists +5%(-) lightning +5%(-) temporal Mind.save +7 (+3 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() Darkgrit the iron dagger (16-21 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 16.5 - 21.4(-1.5 - -2.0) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-1) Crit +4.0% (-1.0%) Atk.spd 100% (-) Melee+ +4 darkness On Hit: * 10% chance to slow global speed by 46% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% darkness Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() thick linen cloak (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 (-) Defense +1 (+1 eff.) (-) Resists +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Arccutter the rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: Stats +1(-) Cun +1(-) Con dps ---------- Dmg.mod +3%(-) arcane Res.pen +5%(-) lightning ----- def ----- Armour +2 (-) Defense +3 (+2 eff.) (-) Fatigue +6% (-) Resists +5%(-) arcane HP.reg +2.10 (-) ---------- misc Stam/turn +0.50 (-) See.Invis +12 (-) A suit of armour made of leather. |
Inventory
![]() movement infusion of the psychic (speed 476%; cd 18) 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 476% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion of the wizard (speed 434%; cd 12) 0.1 infusion scroll [Ego] 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 increase movement speed by 434% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 16%; physical; dur 2; cd 14) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 16% for 2 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 nature talent. |
![]() wild infusion (res 16%; physical; dur 4; cd 14) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 16% for 4 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 nature talent. |
![]() wild infusion of the wizard (res 18%; mental; dur 3; cd 16) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() starlit copper amulet of mastery (0.15 Cunning / Dirty fighting) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +0(-2) Wil ----- def ----- Resists +0%(-10%) lightning +10% light +10% darkness Blind- +22% Stun/Frz- +0% (-20%) ---------- misc Masteries +0.15 Cunning/Dirty fighting Amulets make your neck look great! |
![]() warrior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str +0(-3) Dex dps ---------- Acc +0 (+0 eff.) (-6 (-2 eff.)) ----- def ----- Armour +4 Resists +0%(-5%) arcane +0%(-6%) temporal HP.reg +0.00 (-2.00) ---------- misc Light +0 (-1) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() shimmering elm magestaff (10-12 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0(-8.0 - -11.4) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 (-4) Crit +2.5% (-2.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.12 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() short elm vilestaff of power (10-12 power, 2 apr, darkness element) 5.0 T1 staff 1H weapon Reqs Mag 11 [Ego] Arcane/Master Power 10.0 - 12.0(-8.0 - -11.4) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 (-4) Crit +2.5% (-2.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% Spell.pwr +7 (+7 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() flaming iron battleaxe (16-24 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Arcane Power 16.0 - 24.0(-2.0 - +0.6) Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 (-5) Crit +4.5% (-0.5%) Atk.spd 100% (-) On Hit.r1 +7 fire Massive two-handed battleaxes. |
![]() flaming iron greatsword (14-23 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 14.5 - 23.2(-3.5 - -0.2) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 (-5) Crit +2.5% (-2.5%) Atk.spd 100% (-) On Hit.r1 +7 fire Massive two-handed swords. |
![]() slime-covered iron longsword of massacre (16-23 power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Disrupt/Master Power 16.5 - 23.1(-1.5 - -0.3) Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 (-4) Crit +2.5% (-2.5%) Atk.spd 100% (-) On Hit: * 6% chance to slow global speed by 46% Sharp, long, and deadly. |
![]() iron mace (14-20 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 14.0 - 19.6(-4.0 - -3.8) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 (-4) Crit +0.5% (-4.5%) Atk.spd 100% (-) Blunt and deadly. |
![]() Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5(-3.0 - -3.9) Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 (+19) Crit +0.0% (-5.0%) Atk.spd 100% (-) Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
![]() acidic iron dagger (10-12 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 9.5 - 12.3(-8.5 - -11.1) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-1) Crit +4.0% (-1.0%) Atk.spd 100% (-) On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. Tap to cycle through comparison choices |
![]() flaming iron dagger (10-12 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 9.5 - 12.3(-8.5 - -11.1) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-1) Crit +4.0% (-1.0%) Atk.spd 100% (-) On Hit.r1 +5 fire Sharp, short and deadly. Tap to cycle through comparison choices |
![]() hateful iron dagger of dampening (9-12 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Disrupt/Psionic Power 9.0 - 11.7(-9.0 - -11.7) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-1) Crit +4.0% (-1.0%) Atk.spd 100% (-) Melee+ +6 darkness Against +6% Living While equipped: ----- def ----- Resists +7% acid +7% lightning +8% cold +8% fire +2% all Spell.save +6 (+6 eff.) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger (10-13 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 10.0 - 13.0(-8.0 - -10.4) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-1) Crit +4.0% (-1.0%) Atk.spd 100% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() mossy mindstar 'Blindbait' (13-14 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature/Psionic Power 13.0 - 14.3(-5.0 - -9.1) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (+6) Crit +2.5% (-2.5%) Atk.spd 100% (-) While equipped: Stats +3 Cun +1 Str dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() mighty cured leather sling of cold 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Apr +0 (-6) Crit +0.0% (-5.0%) Atk.spd 100% (-) Range +7 Ranged+ +5 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
![]() steady cured leather sling of lightning 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Apr +0 (-6) Crit +0.0% (-5.0%) Atk.spd 100% (-) Range +7 Ranged+ +6 lightning While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +8% lightning Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() rough leather belt 1.0 T1 belt armor [Normal] While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-2 (-2 eff.)) ----- def ----- Resists +0%(-5%) lightning +0%(-5%) temporal Mind.save +0 (+0 eff.) (-7 (-3 eff.)) A belt that goes around your waist. |
![]() Tundrastoker the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil +1 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% cold Apr +3 ----- def ----- Armour +0 (-5) Defense +1 (+1 eff.) (-) Resists +0%(-11%) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() insulating pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +3 (+2) Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +3 (+2) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +3 (+2) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +3 (+2) Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of iron boots of speed (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% (-) ----- def ----- Armour +3 (+2) Fatigue -3% Phys.save +6 (+6 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() umbral rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag +0(-4) Wil +0(-4) Cun dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Melee+ 5 darkness Dmg.mod +0%(-5%) nature +4% arcane +4% darkness ----- def ----- Armour +1 Resists +6% darkness +0%(-10%) nature Poison- +0% (-20%) ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime 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. |
![]() spellwoven linen wizard hat of balance (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +0(-3) Con dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) ----- def ----- Armour +0 (-1) Defense +1 (+0 eff.) Fatigue +0% (-1%) Resists +0%(-5%) fire +0%(-5%) cold ---------- misc Mana/turn +0.11 Equi/ret +0.70 Psi/ret +0.70 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
![]() insulating iron helm of dexterity (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex +0(-3) Con ----- def ----- Armour +3 (+2) Fatigue +5% (+4%) Resists +5%(-) fire +5%(-) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Velayamira' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3(-) Con dps ---------- Crit.mult +10.00% Spell.pwr +15 (+11 eff.) Res.pen +5% blight ----- def ----- Armour +3 (+2) Fatigue +5% (+4%) Resists +0%(-5%) fire +0%(-5%) cold Phys.save +3 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str +0(-3) Con ----- def ----- Armour +3 (+2) Fatigue +5% (+4%) Resists +0%(-5%) fire +0%(-5%) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() brass lantern 2.0 T1 lite [Normal] While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-6 (-6 eff.)) Heal.mod +0% (-10%) ---------- 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. |
![]() iron pickaxe (dig speed 36 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-5 eff.)) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() It Which Writhes 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3(-8) Wil +3 Con dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-5 eff.)) Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Stabbs McDabbs the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 16:11 see stats
By Stabbs McDabbs the Cornac Rogue level 5
77th Pyre 122nd year of Ascendancy at 20:50 see stats
By Stabbs McDabbs the Cornac Rogue level 8
7th Mirth 122nd year of Ascendancy at 22:23 see stats
Log
Stabbs McDabbs is afflicted by a decrepitude disease!
Decrepitude Disease from Elven cultist hits Stabbs McDabbs for 40 blight damage.
Stabbs McDabbs uses Dual Strike.
Stabbs McDabbs performs a melee critical strike against Elven cultist!
Elven cultist is poisoned!
Elven cultist is stunned!
Stabbs McDabbs performs a melee critical strike against Elven cultist!
Stabbs McDabbs deactivates Stealth.
Stabbs McDabbs hits Elven cultist for 55 physical, 3 darkness, 90 physical (148 total damage).
Elven cultist casts Timeless.
Elven cultist is not stunned anymore.
Elven cultist is no longer poisoned.
Elven cultist casts Soul Rot.
Stabbs McDabbs reacts to damage from Elven cultist's Soul Rot, mitigating the blow!.
Stabbs McDabbs is recovering from the damage!
Stabbs McDabbs is afflicted by a rotting disease!
Elven cultist's Soul Rot hits Stabbs McDabbs for (22 reacted , -3 stam), 153 blight (153 total damage).
Decrepitude Disease from Elven cultist hits Stabbs McDabbs for 47 blight damage.
Rotting Disease from Elven cultist hits Stabbs McDabbs for 40 blight damage.
Stabbs McDabbs uses Infusion: Healing.
Stabbs McDabbs is free from the rotting disease.
Stabbs McDabbs receives 91 healing from Infusion: Healing.
Stabbs McDabbs uses Infusion: Regeneration.
Stabbs McDabbs starts regenerating health quickly.
Elven cultist casts Drain.
Stabbs McDabbs reacts to damage from Elven cultist, mitigating the blow!.
Elven cultist hits Stabbs McDabbs for (17 reacted , -3 stam), 120 blight (120 total damage).
Stabbs McDabbs the level 13 cornac rogue was poxed to death by an elven cultist on level 1 of Rhaloren Camp.