











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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! 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:
Possessor Bonus Class 1.7.4Donators/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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 14 / 8% |
Size | medium |
Lifes / Deaths | Killed by Glorilrassra the rogue at level 14 on the 29th Haze 122nd year of Ascendancy at 16:40 / 1 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 46 (base 39) |
Constitution | 21 (base 10) |
Magic | 22 (base 10) |
Willpower | 18 (base 10) |
Cunning | 38 (base 27) |
Resources
Life | -146/417 |
Stamina | 81/159 |
Psi | 138/138 |
Healing Factor | 1.1948044672221 |
Regeneration | 3.8831145184718 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 6 |
See Stealth | 33.415410021227 |
See Invisible | 36.415410021227 |
Stealth | 52 |
Offense: Mainhand
Damage | 58 |
Accuracy | 43 |
Crit Chance | 23% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 31 |
Crit Chance | 22% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +22% |
Cold | +7% |
Darkness | +6% |
Physical | +15% |
Fire | +9% |
Acid | +7% |
Offense: Damage Penetration
Light | +20% |
Physical | +11% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 26 |
Mental Save | 33 |
Defense: Resistances
Acid | + 23%( 70%) |
Light | + 46%( 70%) |
Cold | + 26%( 70%) |
Blight | + 16%( 70%) |
Physical | + 31%( 70%) |
Fire | + 26%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stealth |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of 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.' * You've found the needed green worm. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +3 Resists +1% physical ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +5 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Infravis +1 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+3 eff.) Max.HP +54.00 Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% light Res.pen +20% light ----- def ----- Mind.save +7 (+3 eff.) Confus- +20% ---------- misc Max.hate +10.00 Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% Melee+ 5 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 17% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 122% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 lightning +16 fire On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 46% While equipped: dps ---------- Dmg.mod +9% lightning +3% fire Acc +7 (+2 eff.) Melee Ret 2 nature ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% acid +9% light +6% blight Spell.save +3 (+2 eff.) Die.at -40.00 life Max.HP +36.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Mind.crit +1% Res.pen +5% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life Max.HP +31.00 ---------- misc Max.psi +30.00 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 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +7% acid +5% physical +6% fire +7% cold ----- def ----- Resists +10% acid +11% physical +11% fire +11% cold +7% all Spell.save +16 (+8 eff.) ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 198 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +7 Lck +2 Con dps ---------- Dmg.mod +12% cold Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +9% cold Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +13% cold ---------- misc Masteries +0.10 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Masteries +0.11 Technique/Duelist Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +7% nature +5% blight Poison- +16% Disease- +14% ---------- misc Max.mana +60.00 Infravis +1 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 mind On Hit.r1 +12 darkness On Crit.r2 +4 darkness On Hit: * 15% chance to reduce all saves and defense by 20 While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% cold Melee Ret 6 cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 104% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +4 light While equipped: dps ---------- Dmg.mod +9% mind +9% fire Res.pen +5% fire Melee Ret 6 light ---------- misc Light +2 Massive two-handed swords. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire Melee Ret 4 light ----- def ----- Defense +7 (+3 eff.) Resists +6% blight +12% cold Spell.save +3 (+2 eff.) ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 58.39 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 39% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +19% temporal +6% acid ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +6 Con dps ---------- Dmg.mod +6% nature Acc +15 (+5 eff.) Melee Ret 2 nature ----- def ----- Armour +2 Fatigue +3% Spell.save +3 (+2 eff.) Die.at -20.00 life Unarmed combat: Power 121% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Melee+ 5 acid 4 fire 5 cold 4 lightning ----- def ----- Armour +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 ice +4 fire +6 acid +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% darkness Res.pen +5% light Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal +3% light +12% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +11% blight A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal +10% light +11% darkness A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+11 eff.) Melee Ret 4 physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +17% cold A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +15% mind +5% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +6% lightning +6% fire +6% mind +6% cold Disarm- +24% Stun/Frz- +22% Knockbk- +22% ---------- misc Infravis +2 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2024/2024 A set of 2024 tiny explosive spheres. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 3.0 T1 shot ammo [Normal] Power 114% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 Aldni the Shalore Rogue level 9
35th Dusk 122nd year of Ascendancy at 10:51 see stats
By Aldni the Shalore Rogue level 10
60th Dusk 122nd year of Ascendancy at 01:58 see stats
By Aldni the Shalore Rogue level 6
10th Flare 122nd year of Ascendancy at 13:37 see stats
By Aldni the Shalore Rogue level 5
2nd Flare 122nd year of Ascendancy at 04:49 see stats
By Aldni the Shalore Rogue level 11
63rd Dusk 122nd year of Ascendancy at 13:44 see stats
Log
Aldni uses Shadow Dance.
You begin your Shadow Dance.
You pickup 0.60 gold pieces.
You pickup 0.65 gold pieces.
Glorilrassra the rogue casts Invoke Darkness.
Thief uses Infusion: Regeneration.
Thief starts regenerating health quickly.
Glorilrassra the rogue hits Aldni for 103 darkness damage.
Glorilrassra the rogue's River of Souls hits Aldni for 136 darkness damage.
Assassin feels pain again.
Glorilrassra the rogue's River of Souls hits Aldni for 136 darkness damage.
Aldni uses Infusion: Healing.
Aldni receives 140 healing from Infusion: Healing.
You notice a trap (poison vine)!
Rogue sapper activates a prepared device.
A bear trap snaps onto Aldni!
Rogue sapper deactivates Stealth.
Rogue sapper's bear trap hits Aldni for 59 physical damage.
Glorilrassra the rogue's River of Souls hits Aldni for 136 darkness damage.
You end your Shadow Dance.
Bear Trap from Rogue sapper hits Aldni for 11 physical damage.
Aldni uses Throwing Knives.
Aldni's Throwing Knife hits Rogue sapper for 105 physical, 6 light, 6 darkness, 18 light (135 total damage).
You sense that Something has taken notice of you ...
Glorilrassra the rogue's River of Souls hits Aldni for 136 darkness damage.
Aldni the level 14 shalore rogue was shadowed to death by Glorilrassra the rogue on level 1 of Damp Cave.
Stealth is still on cooldown for 5 turns.