











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 38 / 72% |
Size | medium |
Lifes / Deaths | Killed by Parama at level 36 on the 33rd Dusk 123rd year of Ascendancy at 11:16 / 2Killed by orc necromancer at level 38 on the 30th Haze 123rd year of Ascendancy at 18:42 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 78 (base 58) |
Constitution | 17 (base 10) |
Magic | 92 (base 35) |
Willpower | 25 (base 10) |
Cunning | 100 (base 60) |
Resources
Life | -55/890 |
Mana | 389/389 |
Stamina | 96/198 |
Vim | 218/218 |
Healing Factor | 1.0629415192739 |
Regeneration | 73.232088343911 |
Speed
Mental | +30.513906517319% |
Attack | 0% |
Movement | +25% |
Spell | +18.24582049534% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1003 |
Infravision | 10 |
Offense: Mainhand
Damage | 100 |
Accuracy | 83 |
Crit Chance | 58% |
APR | 21 |
Speed | 0.77 |
Offense: Offhand
Damage | 26 |
Accuracy | 83 |
Crit Chance | 50% |
APR | 13 |
Speed | 0.61 |
Offense: Spell
Spellpower | 99 |
Crit Chance | 64% |
Speed | 0.84569585276751 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +46% |
Light | +37% |
Temporal | +25% |
Blight | +25% |
Arcane | +23% |
Physical | +27% |
All | +15% |
Offense: Damage Penetration
Darkness | +40% |
Light | +40% |
Arcane | +45% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 102 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 54 |
Mental Save | 41 |
Defense: Resistances
Nature | + 70%( 70%) |
Darkness | + 75%( 75%) |
Light | + 85%( 85%) |
Temporal | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +109%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 100 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (85% 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. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Inflicts 312.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Stealth | 1.50 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Discord |
talent | Shadow Feed |
talent | Phantasmal Shield |
talent | Blade Flurry |
talent | Shadow Combat |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 30. Militant Mind |
beneficial effect | The target is enveloped in shadows gaining 60 spellpower and defense. Shadowguard |
beneficial effect | Increases defense by 13. Mobile Defense |
beneficial effect | You veil yourself in shadows and let them control you. While in the veil you become immune to status effects, and gain 59% all damage reduction. Each turn you blink to a nearby foe within range 7, hitting it for 215% darkness weapon damage. While this goes on you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 54.7, stamina regeneration by 13.8 and all damage resistance by 25%. Soothing Darkness |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's critical strike damage bonus is increased by 43%. Shadowstrike |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
beneficial effect | The target has 14 increased life regeneration. Recovery |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 12 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Porithra the master vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You failed to protect the lost sun paladin from death by vampire. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 470. | 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. * 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. * You've found the needed multi-hued wyrm scale. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +9 Mag +2 Wil -2 Con dps ---------- Mov.spd +25% Dmg.mod +9% darkness +7% physical On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +3 Resists +3% darkness ---------- misc Size +1 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.30 Mana/ret +1.20 Max.mana +52.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... This object's appearance was changed to Quasit's Skull. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +6 Mag dps ---------- Spell.pwr +25 (+5 eff.) Mind.pwr +5 (+2 eff.) Melee+ 20 mind 10 darkness Dmg.mod +5% arcane Res.pen +10% arcane Acc +10 (+2 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 33 ----- def ----- Armour +2 Mind.save -12 (-6 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 19/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +7 Mag dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Armour +4 Resists +4% all Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +10% blight Acc +20 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+1 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! It was corrupted by the digestive sack. |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 37 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Cun, 55% Dex, 20% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Dex +4 Wil +9 Cun +5 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +21% Summoned Stealth +8 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Darkness Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +4 Wil +3 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+1 eff.) Max.HP +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Spell.crit +12% Spell.pwr +11 (+2 eff.) Dmg.mod +14% light +14% darkness +3% arcane Res.pen +10% arcane +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +6% mind +11% all Phys.save +17 (+5 eff.) Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Skin of Many. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 15% Mag, 50% Dex Dmg Physical 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 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 282.69 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. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 14 (based on Magic). Uses 22 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +9% blight +10% arcane +3% lightning Res.pen +20% physical Acc +15 (+3 eff.) Melee Ret 4 darkness 10 vim draining blight ----- def ----- Armour +3 ---------- misc Max.vim +25.00 Infravis +2 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22% and all saves by 38, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 653.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Parama the Halfling Shadowblade level 32
31st Regrowth 123rd year of Ascendancy at 23:35 see stats
By Parama the Halfling Shadowblade level 31
2nd Regrowth 123rd year of Ascendancy at 23:03 see stats
By Parama the Halfling Shadowblade level 23
47th Haze 122nd year of Ascendancy at 02:01 see stats
By Parama the Halfling Shadowblade level 35
65th Pyre 123rd year of Ascendancy at 17:00 see stats
By Parama the Halfling Shadowblade level 36
76th Pyre 123rd year of Ascendancy at 02:19 see stats
By Parama the Halfling Shadowblade level 38
70th Dusk 123rd year of Ascendancy at 21:58 see stats
By Parama the Halfling Shadowblade level 34
61st Regrowth 123rd year of Ascendancy at 00:18 see stats
By Parama the Halfling Shadowblade level 16
32nd Dusk 122nd year of Ascendancy at 00:43 see stats
By Parama the Halfling Shadowblade level 36
6th Mirth 123rd year of Ascendancy at 11:23 see stats
By Parama the Halfling Shadowblade level 17
75th Dusk 122nd year of Ascendancy at 16:47 see stats
By Parama the Halfling Shadowblade level 33
54th Regrowth 123rd year of Ascendancy at 13:15 see stats
By Parama the Halfling Shadowblade level 19
11st Haze 122nd year of Ascendancy at 19:04 see stats
By Parama the Halfling Shadowblade level 18
10th Haze 122nd year of Ascendancy at 19:16 see stats
By Parama the Halfling Shadowblade level 23
31st Haze 122nd year of Ascendancy at 15:20 see stats
By Parama the Halfling Shadowblade level 24
60th Haze 122nd year of Ascendancy at 04:23 see stats
By Parama the Halfling Shadowblade level 36
33rd Dusk 123rd year of Ascendancy at 11:16 see stats
By Parama the Halfling Shadowblade level 22
24th Haze 122nd year of Ascendancy at 10:00 see stats
By Parama the Halfling Shadowblade level 32
14th Regrowth 123rd year of Ascendancy at 20:11 see stats
By Parama the Halfling Shadowblade level 10
4th Flare 122nd year of Ascendancy at 08:52 see stats
By Parama the Halfling Shadowblade level 20
11st Haze 122nd year of Ascendancy at 19:04 see stats
By Parama the Halfling Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 00:18 see stats
By Parama the Halfling Shadowblade level 27
79th Haze 122nd year of Ascendancy at 13:03 see stats
By Parama the Halfling Shadowblade level 26
66th Haze 122nd year of Ascendancy at 19:28 see stats
By Parama the Halfling Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 15:04 see stats
By Parama the Halfling Shadowblade level 34
54th Regrowth 123rd year of Ascendancy at 17:16 see stats
By Parama the Halfling Shadowblade level 9
3rd Mirth 122nd year of Ascendancy at 12:50 see stats
By Parama the Halfling Shadowblade level 27
1st Decay 122nd year of Ascendancy at 10:08 see stats
By Parama the Halfling Shadowblade level 9
10th Mirth 122nd year of Ascendancy at 01:31 see stats
By Parama the Halfling Shadowblade level 37
54th Dusk 123rd year of Ascendancy at 09:13 see stats
By Parama the Halfling Shadowblade level 26
66th Haze 122nd year of Ascendancy at 14:14 see stats
By Parama the Halfling Shadowblade level 18
10th Haze 122nd year of Ascendancy at 11:08 see stats
By Parama the Halfling Shadowblade level 36
33rd Dusk 123rd year of Ascendancy at 11:16 see stats
By Parama the Halfling Shadowblade level 30
2nd Regrowth 123rd year of Ascendancy at 01:26 see stats
Log
Armoured skeleton warrior receives 54 healing from Ghoulking's purging blight area effect.
Ghast receives 72 healing from Ghoulking's purging blight area effect.
Ghoulking receives 72 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Orc necromancer for 38 blight damage.
Ghast receives 72 healing from Ghoulking's purging blight area effect.
Orc necromancer's desolate waste area effect hits Parama for 5 cold damage.
Orc necromancer's desolate waste area effect hits Parama for 5 cold damage.
Orc necromancer's desolate waste area effect hits Parama for (5 ignored), 0 cold (0 total damage).
Orc necromancer's desolate waste area effect hits Parama for 7 cold damage.
Orc necromancer's desolate waste area effect hits Parama for 7 cold damage.
Orc necromancer's desolate waste area effect hits Parama for 7 cold damage.
Ghast's purging blight area effect hits Orc corruptor for (26 absorbed), 0 blight (0 total damage).
Ghast receives 36 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Orc necromancer for 0 blight damage.
Ghast receives 36 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 27 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Velyna the orc necromancer for 37 blight damage.
Ghast's purging blight area effect hits Parama for (7 ignored), 0 blight (0 total damage).
Ghast receives 36 healing from Ghast's purging blight area effect.
Lord of Skulls (warrior) receives 61 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Orc necromancer for (26 absorbed), 13 blight (13 total damage).
Ghast's purging blight area effect hits Orc necromancer for 38 blight damage.
Ghoulking receives 36 healing from Ghast's purging blight area effect.
Parama performs a melee critical strike against Orc necromancer!
The shield around orc necromancer crumbles.
You collect a new ingredient: orc heart (1).
Parama performs a melee critical strike against Orc necromancer!
Parama deactivates Stealth.
Parama hits Orc necromancer for (116 absorbed), (35 to minion: ghoulking), 111 light, (70 to minion: ghast), 220 darkness (331 total damage).
Orc necromancer roars triumphantly.