











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 22 / 86% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 73rd Dusk 123rd year of Ascendancy at 06:44 / 1 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 60 (base 49) |
Constitution | 27 (base 10) |
Magic | 45 (base 34) |
Willpower | 34 (base 10) |
Cunning | 47 (base 20) |
Resources
Life | -44/559 |
Mana | 48/346 |
Stamina | 145/223 |
Healing Factor | 1.3986945338482 |
Regeneration | 9.3013186500908 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 32.679862542722 |
Offense: Mainhand
Damage | 61 |
Accuracy | 52 |
Crit Chance | 34% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 52 |
Crit Chance | 34% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Darkness | +11% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (62.946778433524%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 40 |
Defense: Resistances
Blight | + 23%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 40%( 70%) |
All | 0%( 70%) |
Darkness | + 28%( 70%) |
Light | + 3%( 70%) |
Physical | + 2%( 70%) |
Fire | + 5%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 10% |
Poison Resistance | 10% |
Confusion Resistance | 10% |
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 265 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% 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 Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 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 successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Fatigue +1% Resists +3% light Max.HP +40.00 HP.reg +2.00 ---------- misc Infravis +2 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 7 fire Dmg.mod +3% fire Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Str dps ---------- Phys.crit +4.0% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 mind On Hit: * 20% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +15.00% Res.pen +15% nature ----- def ----- Resists +3% darkness +1% physical Phys.save +3 (+1 eff.) Die.at -20.00 life Sharp, short and deadly. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Con +9 Wil ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane Spell.save +9 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +16.00 Cut- +10% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +1% physical +3% darkness Mind.save +6 (+2 eff.) Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.40 Heal.mod +11% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -371 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 742 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 4 temporal, 3 nature, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1207% for 10 turns (0 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +4 Mag dps ---------- Phys.crit +3.0% Crit.mult +15.00% ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 8 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 21 On Hit (Ranged): * 12% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal 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! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+2 eff.) Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 mind On Hit: * 20% chance to reduce damage dealt by 17% While equipped: dps ---------- Dmg.mod +3% mind Res.pen +25% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 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+ +9 nature On Hit.r1 +8 cold On Crit.r2 +8 cold While equipped: Stats +4 Cun dps ---------- Dmg.mod +18% cold Melee Ret 6 mind ----- def ----- Resists +6% light Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 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. |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 acid On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +3% acid Phys.save +12 (+6 eff.) Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] 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% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] 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% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 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] Master/Psionic Power 17.0 - 22.1 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 mind On Hit: * 10% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% darkness Acc +20 (+6 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +8 Resists +6% lightning ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Res.pen +8% all Acc +9 (+3 eff.) Apr +7 Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 215.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +9% lightning +5% fire +7% cold Res.pen +6% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 5.0 T2 staff 2H weapon [Rare] 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 (+2 eff.) S.pwr/crit +4 Dmg.mod +12% mind +15% cold Res.pen +25% blight Melee Ret 4 mind ----- def ----- Armour +4 Hardiness +4% Resists +12% mind Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +3% temporal +6% fire +3% darkness +6% cold ---------- misc Max.vim +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold 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] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Defense +5 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life HP.reg +4.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 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. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 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 [Ego+] Disrupt/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+3 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +14 (+7 eff.) 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 [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% mind Mind.save +11 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +11% blight +7% cold +10% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% HP.reg +2.30 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By FreddyFingerer the Shalore Shadowblade level 18
43rd Dusk 123rd year of Ascendancy at 06:16 see stats
By FreddyFingerer the Shalore Shadowblade level 21
65th Dusk 123rd year of Ascendancy at 07:47 see stats
By FreddyFingerer the Shalore Shadowblade level 10
1st Pyre 123rd year of Ascendancy at 00:03 see stats
By FreddyFingerer the Shalore Shadowblade level 20
45th Dusk 123rd year of Ascendancy at 22:50 see stats
By FreddyFingerer the Shalore Shadowblade level 8
77th Regrowth 123rd year of Ascendancy at 05:43 see stats
By FreddyFingerer the Shalore Shadowblade level 17
5th Dusk 123rd year of Ascendancy at 04:15 see stats
By FreddyFingerer the Shalore Shadowblade level 5
8th Haze 122nd year of Ascendancy at 07:42 see stats
By FreddyFingerer the Shalore Shadowblade level 17
4th Dusk 123rd year of Ascendancy at 16:28 see stats
By FreddyFingerer the Shalore Shadowblade level 20
47th Dusk 123rd year of Ascendancy at 08:45 see stats
Log
FreddyFingerer hits Urkis, the High Tempest for 17 physical, 2 mind, 2 fire, 8 darkness, 36 physical, 2 fire, 8 darkness (76 total damage).
FreddyFingerer casts Shadow Veil.
FreddyFingerer performs a melee critical strike against Urkis, the High Tempest!
FreddyFingerer is covered in a veil of shadows!
FreddyFingerer hits Urkis, the High Tempest for 71 darkness, 2 mind, 3 fire, 9 darkness, 28 darkness, 3 fire, 9 darkness (124 total damage).
Your shield crumbles under the damage!
The shield around FreddyFingerer crumbles.
FreddyFingerer resists!
Urkis, the High Tempest misses FreddyFingerer.
Thunderstorm hits FreddyFingerer for (17 absorbed), 17 lightning (17 total damage).
FreddyFingerer performs a melee critical strike against Urkis, the High Tempest!
FreddyFingerer hits Urkis, the High Tempest for 75 darkness, 3 mind, 3 fire, 9 darkness, 28 darkness, 3 fire, 9 darkness (130 total damage).
Urkis, the High Tempest is fully armored again.
FreddyFingerer resists!
Urkis, the High Tempest misses FreddyFingerer.
Thunderstorm hits FreddyFingerer for 27 lightning damage.
FreddyFingerer hits Urkis, the High Tempest for 44 darkness, 2 mind, 3 fire, 10 darkness, 31 darkness, 3 fire, 10 darkness (104 total damage).
Urkis, the High Tempest rearms.
Urkis, the High Tempest is not silenced anymore.
FreddyFingerer resists!
Urkis, the High Tempest casts Rune: Stormshield.
Urkis, the High Tempest summons a storm to protect them!
Thunderstorm hits FreddyFingerer for 53 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest's spell attains critical power!
FreddyFingerer is recovering from the damage!
FreddyFingerer's fades into the shadows.
Urkis, the High Tempest hits FreddyFingerer for 485 lightning damage.
FreddyFingerer the level 22 shalore shadowblade was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.