











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 18 / 85% |
Size | medium |
Lifes / Deaths | Killed by Getha the giant army ant at level 18 on the 15th Dusk 122nd year of Ascendancy at 18:29 / 1 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 43 (base 33) |
Constitution | 19 (base 10) |
Magic | 31 (base 24) |
Willpower | 17 (base 10) |
Cunning | 35 (base 34) |
Resources
Life | -173/460 |
Mana | 2/257 |
Stamina | 12/168 |
Equilibrium | 16 |
Healing Factor | 1.1991723257556 |
Regeneration | 9.7732544549081 |
Speed
Mental | +3.0198066269804E-12% |
Attack | 0% |
Movement | +35% |
Spell | +3.0198066269804E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 28.508560162218 |
Offense: Mainhand
Damage | 57 |
Accuracy | 41 |
Crit Chance | 23% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 41 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 16% |
Speed | 0.99999999999997 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Lightning | +6% |
Light | +4% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (51.69962066283%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 16 |
Mental Save | 20 |
Defense: Resistances
Light | + 15%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 14%( 70%) |
Cold | + 15%( 70%) |
Fire | + 14%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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 Constitution stat. |
Class Talents
Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +3 Con dps ---------- Phys.crit +3.0% Spell.pwr +5 (+3 eff.) ----- def ----- Armour +1 Die.at -60.00 life ---------- misc Max.mana +20.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +7 Dex dps ---------- Crit.mult +5.00% Res.pen +10% darkness ----- def ----- Die.at -40.00 life Max.HP +45.00 ---------- misc Light +5 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 +5 (+1 eff.) Dmg.mod +9% physical Apr +1 ----- def ----- Defense +11 (+4 eff.) Resists +6% fire +7% cold Die.at -60.00 life A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Str dps ---------- Phys.pwr +16 (+5 eff.) Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +2 Resists +7% light +9% temporal Phys.save +6 (+3 eff.) HP.reg +2.00 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 | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +3 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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 [Random Unique] Nature/Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Melee Ret 8 blight ---------- misc Vim/s.crit +1.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +6 Defense +6 (+2 eff.) Phys.save +12 (+6 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego] Arcane Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +40.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% acid +3% darkness Res.pen +5% acid +5% cold ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +12% acid +6% blight ----- def ----- Resists +24% acid +7% nature +6% blight Max.HP +20.00 Poison- +12% Disease- +14% Disarm- +25% Pinning- +24% Knockbk- +24% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight +15% darkness Res.pen +25% darkness Melee Ret 2 darkness ----- def ----- Resists +6% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% light Res.pen +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 longsword 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Resists +21% acid +9% nature +6% darkness Spell.save +6 (+5 eff.) One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 20% chance to reduce armor by 27% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% acid +6% fire One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 cold While equipped: ----- def ----- Armour +6 Resists +3% light Crit.chn- 15.00% Spell.save +15 (+9 eff.) Max.HP +40.00 Knockbk- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light Against +7% Undead On Hit.r1 +6 fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +6 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Mind.save +2 (+1 eff.) Disease- +14% ---------- misc Max.psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +15% light ----- def ----- Resists +22% light +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+5 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +1 Resists +15% acid +3% fire +3% darkness Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee Ret 2 acid ----- def ----- Armour +7 Defense +5 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 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. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Res.pen +25% physical Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +2% physical ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +6 Fatigue +3% Resists +7% lightning +12% acid Poison- +20% Stun/Frz- +20% 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Melee Ret 6 temporal ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Confus- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +1% Resists +3% light +1% physical Die.at -60.00 life ---------- misc Infravis +2 A cap 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 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 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Crit.chn- 5.00% Mind.save +3 (+2 eff.) Die.at -60.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Strie the Shalore Shadowblade level 12
3rd Flare 122nd year of Ascendancy at 15:27 see stats
By Strie the Shalore Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 11:43 see stats
By Strie the Shalore Shadowblade level 8
6th Mirth 122nd year of Ascendancy at 02:17 see stats
By Strie the Shalore Shadowblade level 14
6th Flare 122nd year of Ascendancy at 01:38 see stats
Log
Strie uses Expose Weakness.
Strie performs a melee critical strike against Isogawe the giant blue ant!
Strie is focusing on penetrating defenses.
Melee retaliation hits Strie for 1 arcane, 0 arcane (1 total damage).
Strie hits Isogawe the giant blue ant for 44 physical, 4 nature, 6 light, 19 darkness (72 total damage).
Strie killed Isogawe the giant blue ant!
Talent Infusion: Regeneration is ready to use.
Burning from Isogawe the giant blue ant hits Strie for 9 fire damage.
Bleeding from Isogawe the giant blue ant hits Strie for 34 physical damage.
Getha the giant army ant breathes venom!
Strie is poisoned!
Strie uses Infusion: Movement.
Strie is moving at extreme speed!
Strie picks up (F.): Yvyyalaith (0 def, 6 armour).
Talent Rune: Shatter Afflictions is ready to use.
Crippling Poison from Getha the giant army ant hits Strie for 64 nature damage.
Raze hits Strie for 5 darkness damage.
Burning from Isogawe the giant blue ant hits Strie for 9 fire damage.
Bleeding from Isogawe the giant blue ant hits Strie for 34 physical damage.
Strie uses Infusion: Regeneration.
Strie starts regenerating health quickly.
Strie slows down.
Crippling Poison from Getha the giant army ant hits Strie for 64 nature damage.
Burning from Isogawe the giant blue ant hits Strie for 9 fire damage.
Bleeding from Isogawe the giant blue ant hits Strie for 34 physical damage.
Strie the level 18 shalore shadowblade was splurged to death by Getha the giant army ant on level 2 of Old Forest.