











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 25 / 99% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 77th Pyre 122nd year of Ascendancy at 02:13 0 / 7Killed by storm drake at level 23 on the 51st Haze 122nd year of Ascendancy at 03:08 Killed by Urkis, the High Tempest at level 23 on the 51st Haze 122nd year of Ascendancy at 03:53 Killed by Urkis, the High Tempest at level 23 on the 51st Haze 122nd year of Ascendancy at 04:45 Killed by Urkis, the High Tempest at level 23 on the 51st Haze 122nd year of Ascendancy at 05:43 Killed by Vorythra the skeleton master archer at level 24 on the 7th Decay 122nd year of Ascendancy at 22:41 Killed by elven cultist at level 25 on the 1st Wintertide 123rd year of Ascendancy at 03:03 |
Primary Stats
Strength | 37 (base 12) |
Dexterity | 58 (base 51) |
Constitution | 22 (base 17) |
Magic | 17 (base 10) |
Willpower | 23 (base 10) |
Cunning | 71 (base 47) |
Resources
Life | -36/493 |
Stamina | 152/204 |
Healing Factor | 1.3024166372473 |
Regeneration | 6.8376873455483 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 43.470336367031 |
See Invisible | 43.470336367031 |
Offense: Mainhand
Damage | 86 |
Accuracy | 69 |
Crit Chance | 42% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 69 |
Crit Chance | 39% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
All | 0% |
Physical | +17% |
Fire | +9% |
Nature | +13% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (57.155997060385%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 19 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 22%( 70%) |
Light | + 13%( 70%) |
Blight | + 12%( 70%) |
Nature | + 20%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +7 Defense +10 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +10% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +9% physical Res.pen +10% physical Acc +20 (+5 eff.) ----- def ----- Armour +4 Resists +6% blight HP.reg +2.00 ---------- 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Res.pen +20% physical ----- def ----- Resists +6% fire ---------- misc Wards +4 lightning +4 blight +4 light +3 acid Talents +1 Ward Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +7 Cun +3 Con dps ---------- Melee+ 10 physical Ranged+ 8 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 22 On Hit (Ranged): * 11% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 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! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 60.33 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Fatigue -5% Stealth +6 ---------- misc Max.enc +21 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 24.5 - 31.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +8 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% fire Acc +20 (+5 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +6% blight Phys.save +9 (+4 eff.) 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 T3 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +16 (+4 eff.) Fatigue +8% Resists +13% light +12% darkness Mind.save +13 (+6 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 4 blight, 5 cold, 3 arcane 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (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. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% light Melee Ret 4 mind ----- def ----- Resists +11% blight +10% nature +6% light Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Heal.mod +12% Poison- +20% Disease- +22% Cut- +50% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% light Acc +4 (+1 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+5 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +9% nature Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature +3% temporal Silence- +26% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +18% cold +6% lightning Res.pen +20% cold On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +26% acid +6% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 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! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +7 (+4 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +34% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +11 (+3 eff.) Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master/Psionic 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% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane Power 18.0 - 23.4 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+ +11 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 23.5 - 30.6 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 +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +14% physical +15% temporal Res.pen +9% physical +11% temporal Acc +12 (+3 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +30 fire While equipped: dps ---------- All.spd +3% Res.pen +14% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.pwr +9 (+4 eff.) On Hit (Ranged): * 21 arcane resource burn ----- def ----- Resists +15% acid +11% lightning +11% cold +14% fire +3% all Spell.save +12 (+6 eff.) ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +12% lightning +6% mind +3% blight Spell.save +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 74 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 arrow ammo [Rare] Nature Power 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +6.0% Capacity 19 Proj.spd +200% Ranged+ +41 lightning On Crit.r2 +11 lightning While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +16% physical +9% fire Res.pen +20% lightning Melee Ret 4 lightning 2 fire ----- def ----- Resists +16% physical +6% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% arcane +5% physical Phys.save +13 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +16 (+7 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) Melee Ret 2 cold ----- def ----- Armour +1 Resists +9% light +6% cold Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +23% ---------- misc Light +2 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +2 Mag +6 Cun ----- def ----- Armour +2 Resists +6% light +7% darkness Phys.save +5 (+2 eff.) ---------- misc Infravis +1 Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +23 light +11 darkness On Hit: 10% Set Up 3 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 36.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+7 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 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 (+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 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +22.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 166 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 T3 totem charm [Rare] Nature While equipped: Stats +3 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +9% darkness Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 430 Base Damage: 252 Armor: 9 All Resist: 7 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Froggy the Cornac Rogue level 13
25th Dusk 122nd year of Ascendancy at 04:35 see stats
By Froggy the Cornac Rogue level 15
18th Haze 122nd year of Ascendancy at 20:52 see stats
By Froggy the Cornac Rogue level 19
33rd Haze 122nd year of Ascendancy at 17:30 see stats
By Froggy the Cornac Rogue level 23
51st Haze 122nd year of Ascendancy at 21:37 see stats
By Froggy the Cornac Rogue level 10
4th Flare 122nd year of Ascendancy at 11:15 see stats
By Froggy the Cornac Rogue level 20
33rd Haze 122nd year of Ascendancy at 19:08 see stats
By Froggy the Cornac Rogue level 7
79th Pyre 122nd year of Ascendancy at 18:20 see stats
By Froggy the Cornac Rogue level 19
32nd Haze 122nd year of Ascendancy at 11:21 see stats
Log
Quasit misses Mirror Image.
Elven tempest's spell attains critical power!
Elven tempest misses Mirror Image.
Thunderstorm hits Mirror Image for 34 lightning damage.
Deadly Poison from Froggy hits Zubyyamina the elven cultist for (23 absorbed), 0 nature (0 total damage).
Elven corruptor casts Bone Spear.
Elven corruptor hits Mirror Image for 191 physical damage.
Elven cultist uses his torque!
Mean looking elven guard misses Mirror Image.
Elven cultist hits Something for 294 physical damage.
Deep Wound from Zubyyamina the elven cultist hits Froggy for 35 physical damage.
Decrepitude Disease from Elven cultist hits Froggy for 44 blight damage.
Froggy casts Rune: Teleportation.
Froggy is out of phase.
Quasit uses Overpower.
Quasit misses Mirror Image.
Quasit misses Mirror Image.
Quasit misses Mirror Image.
Elven tempest's spell attains critical power!
Elven tempest misses Mirror Image.
Thunderstorm hits Mirror Image for 37 lightning damage.
Deadly Poison from Froggy hits Zubyyamina the elven cultist for (14 absorbed), 0 nature (0 total damage).
Elven cultist casts Drain.
Elven corruptor casts Soul Rot.
Elven cultist hits Something for 125 blight damage.
Deep Wound from Zubyyamina the elven cultist hits Froggy for 32 physical damage.
Decrepitude Disease from Elven cultist hits Froggy for 40 blight damage.
Froggy the level 25 cornac rogue was diseased to death by an elven cultist on level 1 of Dark crypt.
You end your Shadow Dance.