











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Items Vault 1.7.6Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 22 / 45% |
Size | medium |
Lifes / Deaths | Killed by Arynor the bandit at level 21 on the 2nd Decay 122nd year of Ascendancy at 01:25 / 2Killed by Bethyba the yellow jelly at level 22 on the 5th Decay 122nd year of Ascendancy at 13:45 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 71 (base 41) |
Constitution | 20 (base 15) |
Magic | 33 (base 20) |
Willpower | 25 (base 10) |
Cunning | 64 (base 37) |
Resources
Life | -9/497 |
Mana | 30/369 |
Stamina | 120/230 |
Healing Factor | 1.1370588855781 |
Regeneration | 0.28426472139453 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 6 |
See Stealth | 44.390773745007 |
See Invisible | 49.390773745007 |
Offense: Mainhand
Damage | 65 |
Accuracy | 55 |
Crit Chance | 40% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 55 |
Crit Chance | 45% |
APR | 34 |
Speed | 0.90 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 19% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
All | 0% |
Physical | +3% |
Cold | +6% |
Nature | +16% |
Offense: Damage Penetration
Arcane | +10% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (77.718496631565%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 30 |
Mental Save | 39 |
Defense: Resistances
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
All | + 3%( 70%) |
Physical | + 5%( 70%) |
Cold | + 9%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Silence Resistance | 25% |
Poison Resistance | 20% |
Blind Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 84 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. |
Class Talents
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 |
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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+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 have explored the Maze and vanquished the Minotaur. * 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 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 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 minotaur nose. * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Cun +3 Con dps ---------- Phys.crit +6.0% Dmg.mod +3% physical Melee Ret 4 fire ----- def ----- Armour +3 Phys.save +15 (+7 eff.) Mind.save +14 (+5 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Arcane Power 115% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Capacity 19 Rld cld 3 Ranged+ +16 physical On Crit.r2 +4 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Resists +3% temporal Spell.save +3 (+1 eff.) Max.HP +63.00 Blind- +10% Pinning- +20% ---------- 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 +1 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% lightning +6% cold +11% nature Res.pen +10% cold ----- def ----- Armour +2 Defense +16 (+4 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
On hands | ![]() 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 | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 13/25. 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 9 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 | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Con +2 Mag ----- def ----- Resists +2% physical Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Resists +6% nature Phys.save +6 (+3 eff.) Blind- +25% Disease- +10% Silence- +25% ---------- misc Mana/turn +0.14 Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Blind- +13% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Res.pen +10% arcane ----- def ----- Resists +6% cold Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Max.mana +28.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Melee Ret 2 fire ----- def ----- Defense +21 (+5 eff.) Resists +3% nature +3% light Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +5% ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 588% 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. |
![]() 0.1 infusion scroll [Ego] 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 176.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 94 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. 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. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.51 cold and 11.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +5 Mag +7 Wil +5 Cun +6 Con Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Cun, 20% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Disrupt Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +20.00% Melee Ret 6 fire ---------- misc Max.stam +20.00 Light +2 See.Invis +3 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature Sharp, long, and deadly. |
![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +8 (+4 eff.) Spell.pwr +25 (+10 eff.) Dmg.mod +20% light Acc +7 (+2 eff.) ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Disrupt/Psionic Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 13 arcane resource burn * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% cold +12% fire Crit.chn- 15.00% Mind.save +10 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +5 Con dps ---------- Dmg.mod +3% darkness Res.pen +20% cold Melee Ret 2 cold ----- def ----- Resists +6% acid +9% cold +6% blight A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +14 Defense +2 (+1 eff.) Resists +12% fire +27% cold Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Acc +25 (+7 eff.) ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue -5% Die.at -40.00 life ---------- misc Max.stam +30.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +11% all Phys.save +20 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +21% light ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +8% cold Crit.chn- 15.00% Spell.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +2 Cun +3 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Dmg.mod +8% physical ----- def ----- Armour +3 Fatigue -6% Resists +6% acid +1% physical Phys.save +12 (+6 eff.) Max.HP +35.00 ---------- misc Stam/turn +0.50 Size +1 Disengage: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego++] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Armour +1 ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Resists +9% light Phys.save +19 (+8 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag +7 Wil +4 Cun dps ---------- Dmg.mod +14% acid ----- def ----- Defense +2 (+1 eff.) Resists +21% acid A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +7% nature +5% blight A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +12% light +12% darkness A cap made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +14% light +10% darkness A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% HP.reg +3.10 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 T3 lite [Rare] Disrupt While equipped: Stats +5 Dex +3 Wil dps ---------- Dmg.mod +9% light ----- def ----- Resists +3% all Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) HP.reg +4.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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.(77 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 3.0 T3 shot ammo [Ego] Master Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Nature Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 324 physical damage Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% physical Acc +5 (+2 eff.) Apr +2 ----- def ----- Armour +6 ---------- misc Stam/turn +2.00 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 412 physical damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Str +2 Mag +4 Wil +3 Con ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 165 fire damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kira the Cornac Shadowblade level 10
4th Dusk 122nd year of Ascendancy at 07:32 see stats
By Kira the Cornac Shadowblade level 20
59th Haze 122nd year of Ascendancy at 22:33 see stats
By Kira the Cornac Shadowblade level 19
67th Dusk 122nd year of Ascendancy at 19:48 see stats
By Kira the Cornac Shadowblade level 7
77th Pyre 122nd year of Ascendancy at 22:56 see stats
By Kira the Cornac Shadowblade level 20
60th Haze 122nd year of Ascendancy at 08:50 see stats
By Kira the Cornac Shadowblade level 15
23rd Dusk 122nd year of Ascendancy at 10:41 see stats
By Kira the Cornac Shadowblade level 19
59th Haze 122nd year of Ascendancy at 11:40 see stats
By Kira the Cornac Shadowblade level 17
32nd Dusk 122nd year of Ascendancy at 18:08 see stats
By Kira the Cornac Shadowblade level 21
2nd Decay 122nd year of Ascendancy at 01:26 see stats
Log
Ritch flamespitter hits Kira for (37 reacted , -4 stam), (101 absorbed), 0 fire (0 total damage).
Fire drake hits Bethyba the yellow jelly for 18 to psi, 27 physical (46 total damage).
Fire drake hits Rimebark for 71 physical damage.
Bethyba the yellow jelly summons a Turtle!
Turtle uses Taunt.
Thought-forged bowman's Shoot misses Kira.
Kira is confused and fails to use Dagger Block.
Kira is no longer out of phase.
Talent Heartseeker is ready to use.
Gloratira the white ooze forces the iceblock to shatter.
Gloratira the white ooze is free from the ice.
Kira is lost in despair!
Bethyba the yellow jelly's ability to fight has recovered.
Thought-forged bowman shoots!
Rimebark misses Kira.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Kira reacts to damage from Ritch flamespitter, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Kira crumbles.
Fire drake uses Devouring Flame.
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Mindrot hits Kira for (7 absorbed), 0 mind, (7 absorbed), 0 darkness (0 total damage).
Ritch flamespitter hits Kira for (49 reacted , -4 stam), (113 absorbed), 25 fire (25 total damage).
Bethyba the yellow jelly uses Mind Sear.
Kira reacts to damage from Bethyba the yellow jelly, mitigating the blow!.
Bethyba the yellow jelly hits Kira for (62 reacted , -4 stam), 173 lightning (173 total damage).
Kira the level 22 cornac shadowblade was bolted to death by Bethyba the yellow jelly on level 1 of Sandworm lair.