











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 19 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 7 on the 3rd Mirth 122nd year of Ascendancy at 07:42 / 3Killed by snow giant boulder thrower at level 19 on the 45th Dusk 122nd year of Ascendancy at 07:56 Killed by Lashing Tentacle at level 19 on the 68th Dusk 122nd year of Ascendancy at 15:48 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 57 (base 41) |
| Constitution | 23 (base 10) |
| Magic | 20 (base 13) |
| Willpower | 12 (base 10) |
| Cunning | 56 (base 40) |
Resources
| Life | -62/493 |
| Mana | 148/218 |
| Stamina | 92/159 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529552 |
Speed
| Mental | +4.9960036108132E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | +4.9960036108132E-12% |
| Global | +101.92255432478% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.308559597209 |
| See Invisible | 41.308559597209 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 44 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 44 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 20% |
| Speed | 0.99999999999995 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Lightning | +19% |
| Nature | +7% |
| Physical | +4% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Physical | +6% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 18%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Poison Resistance | 24% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Dexterity stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 failed to protect the lost sun paladin from death by warg. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by giant eel. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Dexterity 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed minotaur nose. | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Ebonybearer the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +3% darkness defense ------ Armor +1 Resistance +9% temporal Crit Resistance 5.00% Life +100.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Bregytodur'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Cun +2 Con offense ------ Damage +6% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% acid 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 | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Lisoba the rough leather gloves (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +6 Resistance +5% arcane +3% fire Physical save +6 (+3 eff.) 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 | Polomirin the Floelady [power 170] (14/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +2 Con offense ------ Ignore resists +10% cold defense ------ Resistance +12% cold Blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
| On fingers | savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+7 eff.) Mind save -7 (-5 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Ce'Nora the Skystrider (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +12 lightning 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: Stats +2 Dex offense ------ Damage +9% lightning When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 25% other ------- Light +1 See Invisibility +6 Sharp, short and deadly. |
| Around waist | nightruned rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Cun +6 Lck defense ------ Resistance +6% light +5% darkness Stealth +6 other ------- Disarm Traps +8 Infravision +3 A belt that goes around your waist. |
| In off hand | truestriking iron dagger of amnesia (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
| Cloak | linen cloak 'Arerab' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +4.0% defense ------ Defense +1 (+0 eff.) Resistance +3% nature +5% arcane other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Boltcast (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature +18% mind Ignore resists +5% mind When Hit 6 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +3% mind +7% all Poison Resist +24% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 269; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 269 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. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 81; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 80.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 764% over 10 turns; mana 38; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 764% for 10 turns (0 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 85; 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 85 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. Press to compare to your current inscriptions |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
restful steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
flaming steel greatmaul of massacre (34-52 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 34.5 - 51.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +10 fire Massive two-handed mauls. |
truestriking steel mace (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +8 (+3 eff.) Ignore Armor +6 Blunt and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of vileness (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 15 Sharp, short and deadly. |
truestriking iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
Eclipsemistress the steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +12 darkness +9 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 15% While equipped: offense ------ Damage +3% darkness +3% temporal Ignore resists +10% acid defense ------ Resistance +6% darkness Sharp, short and deadly. |
Poronn the Dazzlebearer (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 acid +12 mind On-Hit, radius 1 +4 light On Hit: * 11% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +3 Wil offense ------ Accuracy +5 (+2 eff.) When Hit 8 light defense ------ Defense +9 (+3 eff.) Resistance +8% acid +8% lightning +9% cold +8% fire +2% all Spell save +7 (+3 eff.) Disarm Resist +27% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex 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. |
Veludhemina (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 mind On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: Stats +2 Str +2 Wil +3 Cun offense ------ Physical Crit +4.0% Damage +24% mind +6% physical Sharp, short and deadly. |
prismatic rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% light +11% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
prismatic cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% lightning +12% light +10% darkness A suit of armour made of leather. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Life Regen +2.40 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
blurring rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +9 (+3 eff.) Mind save +6 (+3 eff.) Stealth +5 A belt that goes around your waist. |
Yvythra the Lightquake (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +5 Cun offense ------ Damage +6% light Ignore resists +5% light defense ------ Defense +1 (+0 eff.) Resistance +3% light other ------- Psi when Hit +0.04 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Boltusher' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Resistance +3% acid +3% temporal +6% light other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Dairintir' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Resistance +6% lightning +6% temporal +3% fire Spell save +6 (+3 eff.) other ------- Stamina/turn +3.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Getitolin the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +2 Cun +2 Con defense ------ Armor +3 Fatigue +2% Resistance +3% blight Crit Resistance 5.00% other ------- Light +1 Infravision +2 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aereldawe the Barkpain (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +5 Str +9 Con offense ------ Damage +12% mind +7% physical On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +4 Fatigue +3% Resistance +6% nature Crit Resistance 10.00% other ------- EQ when Hit +0.16 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
steady iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +17 (+6 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +23% 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. |
Sunminister the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag offense ------ Ignore resists +10% light Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +9% temporal Physical save +5 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +25% other ------- See Invisibility +6 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. |
clarifying linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
3 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. |
2 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. |
2 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
223 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 69.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 69.48 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Weeparc the iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% lightning +21% physical Ignore resists +5% nature defense ------ Resistance +5% darkness +6% fire other ------- Stamina/turn +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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)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. |
powerful ash wand of clairvoyance [power 10] (14/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of clairvoyance [power 9] (14/12 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Khriari the Shalore Shadowblade level 16
37th Dusk 122nd year of Ascendancy at 00:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Khriari the Shalore Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 16:48 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Khriari the Shalore Shadowblade level 19
55th Dusk 122nd year of Ascendancy at 19:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Khriari the Shalore Shadowblade level 11
1st Summertide 122nd year of Ascendancy at 12:35 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Khriari the Shalore Shadowblade level 19
55th Dusk 122nd year of Ascendancy at 01:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Khriari the Shalore Shadowblade level 17
42nd Dusk 122nd year of Ascendancy at 23:02 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Khriari the Shalore Shadowblade level 7
3rd Mirth 122nd year of Ascendancy at 07:43 see stats
Log
Khriari speeds up.
Khriari activates Blade Flurry.
Khriari performs a melee critical strike against Turtle!
War hound's is vulnerable to attacks and effects!
Blade Flurry hits Turtle for 35 physical, 9 lightning, 4 physical, 0 arcane, 19 darkness, 24 physical, 4 physical, 0 arcane, 19 darkness (113 total damage).
Khriari hits Lashing Tentacle for 9 mind, 10 lightning, 4 physical, 0 arcane, 22 darkness (45 total damage).
Khriari hits Turtle for 59 physical, 9 lightning, 4 physical, 0 arcane, 19 darkness, 24 physical, 4 physical, 0 arcane, 19 darkness (138 total damage).
Khriari hits War hound for 23 mind, 14 lightning, 6 physical, 0 arcane, 28 darkness (72 total damage).
War hound hits Khriari for 89 physical damage.
Melee retaliation hits War hound for 2 acid, 7 lightning (9 total damage).
Khriari's can be afflicted again.
Turtle misses Khriari.
Khriari uses Dual Strike.
Khriari performs a melee critical strike against Turtle!
Blade Flurry performs a melee critical strike against Lashing Tentacle!
Blade Flurry performs a melee critical strike against War hound!
Turtle is stunned!
Turtle's armor corrodes!
Blade Flurry hits Lashing Tentacle for 55 physical, 10 lightning, 4 physical, 0 arcane, 22 darkness, 18 physical, 4 physical, 0 arcane, 22 darkness (135 total damage).
Blade Flurry hits War hound for 35 mind, 14 lightning, 6 physical, 0 arcane, 28 darkness (83 total damage).
Blade Flurry hits Belytira the green ooze for 9 mind, 14 lightning, 6 physical, 0 arcane, 32 darkness (62 total damage).
Khriari hits Turtle for 51 physical, 4 physical, 0 arcane, 19 darkness, 41 physical, 9 lightning, 4 physical, 0 arcane, 19 darkness (146 total damage).
Belytira the green ooze summons a Ritch Flamespitter!
Belytira the green ooze's mind surges with critical power!
Khriari becomes more vulnerable to fire.
Khriari is pinned to the ground.
Lashing Tentacle hits Khriari for (14 parried), 88 physical (88 total damage).
Melee retaliation hits Lashing Tentacle for 1 acid, 5 lightning (6 total damage).
Khriari the level 19 shalore shadowblade was pierced to death by a Lashing Tentacle on level 1 of Sandworm lair.











































































































