Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Forbidden Cults 1.7.4Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 22 / 12% |
Size | medium |
Lifes / Deaths | Killed by Layymira the thief at level 22 on the 14th Shortage 122nd year of Ascendancy at 00:37 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 60 (base 47) |
Constitution | 20 (base 10) |
Magic | 23 (base 13) |
Willpower | 19 (base 10) |
Cunning | 53 (base 45) |
Resources
Life | -92/552 |
Mana | 160/271 |
Stamina | 51/198 |
Healing Factor | 1.3970588855781 |
Regeneration | 14.319853577175 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 68 |
Accuracy | 53 |
Crit Chance | 35% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 53 |
Crit Chance | 38% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 16% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Physical | +9% |
Nature | +21% |
Acid | +15% |
Arcane | +18% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +15% |
Arcane | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (65.65183292883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 38 |
Defense: Resistances
Blight | + 28%( 70%) |
Cold | + 20%( 70%) |
All | + 14%( 70%) |
Darkness | + 30%( 70%) |
Light | + 19%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 19%( 70%) |
Mind | + 22%( 70%) |
Fire | + 29%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Teleport Resistance | 20% |
Confusion Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 17% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 351 life over 5 turns. Its effects scale with your Dexterity stat. |
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 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% 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. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed warg claw. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | Huregund the Darkwither (0 def, 1 armour) Huregund the Darkwither (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Dex +1 Cun +6 Lck offense ------ Ignore resists +5% darkness defense ------ Armor +1 Resistance +9% darkness Crit Resistance 10.00% Stealth +6 other ------- Infravision +1 A pair of boots made of leather. |
Light source | brass lantern 'Oozesweeper' brass lantern 'Oozesweeper'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% nature Physical save +5 (+2 eff.) Unlife -80.00 life Life Regen +2.00 Healmod +21% Blind Resist +10% Confus Resist +10% other ------- 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 | Xerovena the linen wizard hat (1 def, 0 armour) Xerovena the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +5% temporal Mind save +3 (+1 eff.) Stun Resist +10% Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
On hands | Velurenn the Vilewake (0 def, 1 armour) Velurenn the Vilewake (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Damage +6% nature When Hit 2 light defense ------ Armor +1 Resistance +6% nature Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | focusing iron torque of mindblast [power 100] (2/15 cooldown) focusing iron torque of mindblast [power 100] (2/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Gumakhad the Glareblow Gumakhad the Glareblow0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Resistance +6% blight +7% nature +6% light Mind save +7 (+3 eff.) Poison Resist +17% Disease Resist +12% Confus Resist +24% other ------- Light +1 Rings make your fingers look great! |
On fingers | Lisivena the gold ring Lisivena the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun defense ------ Defense +10 (+3 eff.) Resistance +9% mind Mind save +12 (+4 eff.) Life Regen +6.00 Healmod +10% Stun Resist +33% Knockbk Resist +20% Rings make your fingers look great! |
Around neck | copper amulet 'Branyhek' copper amulet 'Branyhek'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +3 Mag offense ------ Physical Power +15 (+5 eff.) Damage +9% physical Ignore resists +5% arcane +5% physical When Hit 2 physical Amulets make your neck look great! |
In main hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 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 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 77.37 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 | hardened leather belt 'Boryntir' hardened leather belt 'Boryntir'1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +3 (+1 eff.) Damage +18% arcane defense ------ Armor +7 Resistance +7% fire +7% cold other ------- Vim-on-crit +2.00 Create a temporary shield that absorbs 197 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
In off hand | Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | Faledig the linen cloak (16 def, 0 armour) Faledig the linen cloak (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Physical Crit +3.0% Mind Crit +4% Physical Power +2 (+1 eff.) Ignore resists +5% physical defense ------ Defense +16 (+5 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
regeneration infusion of the psychic (heal 275; 12 cd) regeneration infusion of the psychic (heal 275; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 248; 14 cd) regeneration infusion of the sneak (heal 248; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. 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. |
wild infusion of the psychic (res 20%; mental; dur 2; cd 15) wild infusion of the psychic (res 20%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 27%; physical; dur 3; cd 12) wild infusion of the sneak (res 27%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 27% 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. |
shatter afflictions rune of the sneak (absorb 102; cd 13) shatter afflictions rune of the sneak (absorb 102; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 102 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Darkbait Darkbait0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% arcane When Hit 4 darkness 2 fire defense ------ Resistance +6% darkness other ------- Masteries +0.13 Technique/Duelist Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of healing =HEAL AMMY= copper amulet of healing =HEAL AMMY=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +11% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Aroriawe the Woedash Aroriawe the Woedash0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil +4 Cun +3 Con offense ------ Spellpower +6 (+3 eff.) Ignore resists +5% darkness defense ------ Resistance +6% darkness other ------- Light +3 Rings make your fingers look great! |
Leluroddalar the Murkbright =3 MAG RING= Leluroddalar the Murkbright =3 MAG RING=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +3 Cun +2 Con offense ------ Damage +11% cold When Hit 2 darkness defense ------ Resistance +3% lightning +22% cold Crit Resistance 5.00% Rings make your fingers look great! |
copper ring of misery copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +3.00 Stun Resist +21% Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Mayamida the Dawnblack (109% power, 1 apr) =13 con weapon= Mayamida the Dawnblack (109% power, 1 apr) =13 con weapon=3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Nature Weapon Damage 109% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +20 light While equipped: Stats +1 Str +7 Wil +13 Con offense ------ Ignore Armor +2 defense ------ Armor +2 Life +34.00 Massive two-handed battleaxes. |
Eremorevor the iron dagger (113% power, 5 apr) =2 stam per turn= Eremorevor the iron dagger (113% power, 5 apr) =2 stam per turn=1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 physical While equipped: offense ------ Physical Crit +1.0% Ignore Armor +2 defense ------ Resistance +9% lightning other ------- Stamina/turn +2.00 Max stamina +20.00 Sharp, short and deadly. |
hateful steel dagger of massacre (118% power, 6 apr) hateful steel dagger of massacre (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +6% Living Sharp, short and deadly. |
hateful steel dagger of massacre (119% power, 6 apr) hateful steel dagger of massacre (119% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living Sharp, short and deadly. |
iron dagger of enduring (102% power, 5 apr) =6 CON WEAPON= iron dagger of enduring (102% power, 5 apr) =6 CON WEAPON=1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Con +6 Wil defense ------ Life +14.00 Sharp, short and deadly. |
Silegath the steel waraxe (118% power, 3 apr) Silegath the steel waraxe (118% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Dex +3 Mag +4 Wil offense ------ Physical Crit +3.0% Spellpower +6 (+3 eff.) Ignore resists +7% all Accuracy +12 (+4 eff.) Ignore Armor +7 One-handed war axes. |
Ce'Nyvea Ce'Nyvea1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +4 Wil defense ------ Resistance +5% light +6% darkness Knockbk Resist +10% Teleport Resist +10% A belt that goes around your waist. |
Smearschism (1 def, 6 armour) Smearschism (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% nature +3% blight Ignore resists +10% nature When Hit 4 fire defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% nature +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour) =2 mag cloak= thick linen cloak of the Shaloren (1 def, 6 armour) =2 mag cloak=2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunbait (0 def, 0 armour) Sunbait (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +1 Cun +1 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Resistance +3% light +7% all Spell save +15 (+8 eff.) other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belitta (0 def, 1 armour) Belitta (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +5 Lck +4 Con offense ------ Damage +3% arcane Ignore resists +15% physical Accuracy +10 (+3 eff.) When Hit 2 arcane defense ------ Armor +1 Stealth +5 A pair of boots made of leather. |
Galirodrathad (0 def, 3 armour) Galirodrathad (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +5.00% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Spell save +3 (+2 eff.) Life +40.00 Disarm Resist +10% Confus Resist +20% other ------- Mana/turn +0.12 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 'Olythad' (5 def, 9 armour) pair of iron boots 'Olythad' (5 def, 9 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +2% Resistance +3% mind Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) Disarm Resist +10% Stun Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +27% Confus Resist +24% Stun Resist +26% other ------- Stamina/turn +0.30 Max stamina +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets of magic (+3) (0 def, 1 armour) =3 MAG GLOVES= steady iron gauntlets of magic (+3) (0 def, 1 armour) =3 MAG GLOVES=1.5 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +4% arcane Accuracy +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Coalblow the rough leather cap (0 def, 1 armour) Coalblow the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Con offense ------ Damage +6% darkness Ignore resists +5% darkness When Hit 4 mind defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Voidrigor the rough leather cap (0 def, 1 armour) Voidrigor the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) Damage +21% darkness +3% mind When Hit 6 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 * 10% chance to reduce damage dealt by 18% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
champion's iron helm of dexterity (+1) (0 def, 3 armour) champion's iron helm of dexterity (+1) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +1 Str +3 Dex +1 Wil defense ------ Armor +3 Fatigue +5% Mind save +6 (+2 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ce'Norima' (0 def, 3 armour) =7 CUN = iron helm 'Ce'Norima' (0 def, 3 armour) =7 CUN =3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +4 Wil offense ------ Critical power +10.00% Mindpower +23 (+10 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glorimina' (0 def, 7 armour) iron helm 'Glorimina' (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% physical On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +7 Fatigue +5% Resistance +5% fire +6% cold Unlife -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Elugata' (6 def, 0 armour) linen wizard hat 'Elugata' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Con defense ------ Defense +6 (+2 eff.) Mind save +5 (+2 eff.) Life +60.00 other ------- See Invisibility +9 A pointy cloth hat, very wizardly... |
rough leather armour of lightning resistance (3 def, 2 armour) rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning A suit of armour made of leather. |
3 agate 3 agate0.0 Encumbrance 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. |
499 alchemist agate 499 alchemist agate0.0 Encumbrance 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. |
onyx onyx0.0 Encumbrance 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. |
Elenne the Strikezeal (dig speed 30 turns) Elenne the Strikezeal (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +3% lightning Accuracy +3 (+1 eff.) Ignore Armor +2 When Hit 2 lightning defense ------ Defense +10 (+3 eff.) Unlife -40.00 life other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Murkwrest Murkwrest2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Dex offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +6% fire Life +44.00 other ------- Light +3 See Invisibility +6 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. |
brass lantern 'Eluwyn' brass lantern 'Eluwyn'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Power +20 (+7 eff.) Ignore resists +10% acid Ignore Armor +1 When Hit 11 fire defense ------ Resistance +6% fire Unlife -40.00 life other ------- 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. |
brass lantern 'Murklace' brass lantern 'Murklace'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil offense ------ Damage +3% cold When Hit 2 darkness defense ------ Physical save +6 (+3 eff.) Healmod +11% other ------- 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 8 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Gwai's Burninator Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 346.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
elm totem of stinging [power 110] (2/15 cooldown) elm totem of stinging [power 110] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Sparkstone' [power 105] (2/15 cooldown) =3 STAM TURN= elm wand of conjuration 'Sparkstone' [power 105] (2/15 cooldown) =3 STAM TURN=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Power +15 (+5 eff.) Damage +3% lightning defense ------ Armor +4 other ------- Stamina/turn +3.00 Fire a magical bolt dealing 105 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By phase the Dwarf Shadowblade level 15
6th Wealth 122nd year of Ascendancy at 17:39 see stats
By phase the Dwarf Shadowblade level 10
10th Profit 122nd year of Ascendancy at 04:11 see stats
By phase the Dwarf Shadowblade level 20
39th Dearth 122nd year of Ascendancy at 06:15 see stats
By phase the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 04:22 see stats
By phase the Dwarf Shadowblade level 6
1st Profit 122nd year of Ascendancy at 17:56 see stats
By phase the Dwarf Shadowblade level 11
32nd Profit 122nd year of Ascendancy at 10:33 see stats
By phase the Dwarf Shadowblade level 17
31st Dearth 122nd year of Ascendancy at 08:14 see stats
Log
Connection to online server established.
Phase uses Infusion: Movement.
Phase is moving at extreme speed!
Glorywen the minotaur is free from the decrepitude disease.
Glorywen the minotaur uses Kneecapper.
Talent Virulent Disease is ready to use.
Bleeding from Glorywen the minotaur hits phase for 10 physical damage.
Glorywen the minotaur shoots!
Phase slows down.
Talent Infusion: Regeneration is ready to use.
Bleeding from Glorywen the minotaur hits phase for 10 physical damage.
Phase is wreathed in entropy.
Glorywen the minotaur shoots!
Phase casts Shadowstep.
Phase uses Infusion: Regeneration.
Phase starts regenerating health quickly.
Talent Infusion: Wild is ready to use.
Bleeding from Glorywen the minotaur hits phase for 22 physical damage.
Glorywen the minotaur's Shoot hits phase for (15 parried), 45 physical, 3 nature, 14 physical (62 total damage).
Layymira the thief's Netherblast hits phase for 165 temporal, 132 darkness (296 total damage).
Glorywen the minotaur shoots!
Something hits phase for 140 temporal damage.
phase the level 22 dwarf shadowblade was grandfathered to death by Layymira the thief on level 2 of The Maze.