












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 | 27 / 95% |
Size | big |
Lifes / Deaths | Killed by Vorydhelaith the elven cultist at level 27 on the 69th Haze 122nd year of Ascendancy at 06:14 / 1 |
Primary Stats
Strength | 28 (base 15) |
Dexterity | 55 (base 47) |
Constitution | 31 (base 15) |
Magic | 32 (base 25) |
Willpower | 17 (base 13) |
Cunning | 60 (base 35) |
Resources
Life | -68/984 |
Mana | 87/322 |
Stamina | 5/270 |
Healing Factor | 1.7858714593978 |
Regeneration | 54.022611646784 |
Speed
Mental | -3.3306690738755E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.375715479246 |
See Invisible | 36.375715479246 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 53 |
Crit Chance | 30% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 53 |
Crit Chance | 36% |
APR | 32 |
Speed | 0.90 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Lightning | +6% |
Light | +21% |
Nature | +9% |
Blight | +6% |
Physical | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +50% |
Darkness | +45% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 20 (82.946778433524%) |
Defense | 79 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 25 |
Mental Save | 34 |
Defense: Resistances
Darkness | + 30%( 70%) |
Light | + 49%( 70%) |
Blight | + 12%( 70%) |
Cold | + 11%( 70%) |
Fire | + 20%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 failed to protect the lost sun paladin from death by Arama the king cobra. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 warg claw. * You've found the needed orc heart. * You've found the needed xorn fragment. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +3 Resists +3% darkness Max.HP +100.00 HP.reg +2.00 Heal.mod +15% A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Nature Power 112% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +4 lightning +16 cold +12 light +15 fire On Crit.r2 +8 fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 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.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +12% physical Res.pen +5% fire Apr +1 ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +16% light Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 blight Dmg.mod +6% blight ----- def ----- Armour +2 Defense +25 (+5 eff.) Resists +7% blight +6% cold Phys.save +18 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 HP.reg +4.00 Silence- +20% 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 | ![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% mind Acc +20 (+7 eff.) Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% nature Res.pen +25% nature Melee Ret 10 lightning ----- def ----- Resists +15% fire Max.HP +53.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Mag +4 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Crit.chn- 5.00% Max.HP +127.00 HP.reg +14.00 Heal.mod +24% ---------- misc Infravis +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 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 | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical 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 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 93.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Anom.red +11 Max.HP +55.00 ---------- misc Max.mana +31.00 Max.stam +29.00 Max.hate +11.00 Max.psi +21.00 Max.vim +20.00 Max.P.En +21.00 Max.N.En +21.00 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 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +13% darkness Phys.save +16 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +16 (+7 eff.) Stealth +9 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 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -358 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 716 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 4 darkness, 4 fire, 3 temporal, 5 light 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 4 turns. 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 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +3 (+2 eff.) Phys.spd +10% Dmg.mod +5% darkness +4% temporal +5% light +13% physical Res.pen +5% nature ----- def ----- Resists +3% mind +6% nature Blind- +16% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Light Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Psionic Power 134% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness +13 temporal Against +13% Living While equipped: ----- def ----- Resists +10% temporal Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 131% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 While equipped: Stats +2 Con dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +19% Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Psionic Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 acid +24 mind On Hit.r1 +8 mind On Hit: * 62% chance to reduce all saves and defense by 19 While equipped: Stats +9 Cun +7 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% mind Melee Ret 4 acid 10 mind ----- def ----- Resists +12% mind Massive two-handed swords. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +10 Mag +6 Wil +3 Con dps ---------- Spell.crit +4% Dmg.mod +21% physical Res.pen +13% physical Acc +20 (+7 eff.) ----- def ----- Armour +12 ---------- misc Stam/turn +3.00 Create a temporary shield that absorbs 296 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +10 (+5 eff.) Mind.pwr +4 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Mind.save +21 (+9 eff.) Silence- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +8% temporal 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 head armor [Rare] Master While equipped: Stats +2 Dex +5 Mag dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +9% darkness +4% all Crit.chn- 15.00% Phys.save +8 (+2 eff.) ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +15.00% Res.pen +20% physical Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +26 (+5 eff.) Fatigue +7% Max.HP +24.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +8 (+2 eff.) Fatigue +6% Mind.save +11 (+5 eff.) Max.HP +30.00 HP.reg +4.20 Heal.mod +11% A suit of armour made of leather. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +4 Dex +7 Con dps ---------- Phys.crit +4.0% Dmg.mod +11% mind +10% fire Res.pen +25% physical Apr +4 ----- def ----- Resists +12% blight Mind.save +10 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 18
30th Dusk 122nd year of Ascendancy at 13:16 see stats
By Kira the Cornac Shadowblade level 24
56th Haze 122nd year of Ascendancy at 15:09 see stats
By Kira the Cornac Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 18:22 see stats
By Kira the Cornac Shadowblade level 20
70th Dusk 122nd year of Ascendancy at 07:25 see stats
By Kira the Cornac Shadowblade level 21
9th Haze 122nd year of Ascendancy at 00:54 see stats
By Kira the Cornac Shadowblade level 7
3rd Mirth 122nd year of Ascendancy at 01:36 see stats
By Kira the Cornac Shadowblade level 25
61st Haze 122nd year of Ascendancy at 07:46 see stats
By Kira the Cornac Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 01:46 see stats
By Kira the Cornac Shadowblade level 24
57th Haze 122nd year of Ascendancy at 19:14 see stats
By Kira the Cornac Shadowblade level 17
14th Dusk 122nd year of Ascendancy at 01:09 see stats
Log
Vorydhelaith the elven cultist's fighting ability is impaired!
Melee retaliation hits Kira for 20 darkness, 20 darkness (40 total damage).
Kira hits Vorydhelaith the elven cultist for 38 darkness, 35 physical, 7 blight, 16 light, 27 darkness, 85 physical, 8 blight, 19 light, 29 darkness (264 total damage).
Kira receives 27 healing.
Vorydhelaith the elven cultist's light area effect hits Kira for 29 light damage.
Vorydhelaith the elven cultist casts Soul Rot.
Vorydhelaith the elven cultist's spell attains critical power!
Kira reacts to damage from Vorydhelaith the elven cultist's Soul Rot, mitigating the blow!.
Vorydhelaith the elven cultist's spell attains critical power!
Kira is afflicted by a decrepitude disease!
Vorydhelaith the elven cultist's Soul Rot hits Kira for (130 reacted , -4 stam), 271 blight (271 total damage).
Vorydhelaith the elven cultist's spell attains critical power!
Vorydhelaith the elven cultist's Corona hits Kira for 58 darkness damage.
Hymn of Perseverance hits Kira for 77 darkness damage.
Shadow Cut from Kira hits Vorydhelaith the elven cultist for 20 darkness damage.
Vorydhelaith the elven cultist's Corona hits Kira for 28 light damage.
Talent Heartseeker is ready to use.
LIFE LOST WARNING!
Vorydhelaith the elven cultist's Corona hits Kira for 58 darkness damage.
Decrepitude Disease from Vorydhelaith the elven cultist hits Kira for 92 blight damage.
Kira receives 27 healing from Temporal Restoration Field.
Kira casts Phase Door.
Kira is out of phase.
Vorydhelaith the elven cultist casts Bathe in Light.
Vorydhelaith the elven cultist's spell attains critical power!
Vorydhelaith the elven cultist's spell attains critical power!
Hymn of Perseverance hits Kira for 79 darkness damage.
Shadow Cut from Kira hits Vorydhelaith the elven cultist for 20 darkness damage.
Kira the level 27 cornac shadowblade was swallowed by the void to death by Vorydhelaith the elven cultist on level 2 of Dark crypt.