












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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 25 / 81% |
Size | medium |
Lifes / Deaths | Killed by Siluvea the fire drake at level 19 on the 11st Dusk 122nd year of Ascendancy at 20:40 4 / 2Killed by Isorann the fire drake hatchling at level 19 on the 11st Dusk 122nd year of Ascendancy at 21:52 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 48 (base 44) |
Constitution | 10 (base 10) |
Magic | 49 (base 39) |
Willpower | 19 (base 10) |
Cunning | 43 (base 34) |
Resources
Life | 526/526 |
Mana | 229/229 |
Stamina | 182/182 |
Healing Factor | 0.80000030999615 |
Regeneration | 6.0804917054726 |
Speed
Mental | +18.24582049534% |
Attack | 0% |
Movement | 0% |
Spell | +18.24582049534% |
Global | +100% |
Vision
Sight | 10 |
Lite | -990 |
Infravision | 5 |
See Stealth | 31.388749514228 |
See Invisible | 31.388749514228 |
Stealth | 31 |
Offense: Mainhand
Damage | 60 |
Accuracy | 50 |
Crit Chance | 27% |
APR | 13 |
Speed | 0.85 |
Offense: Offhand
Damage | 46 |
Accuracy | 50 |
Crit Chance | 30% |
APR | 16 |
Speed | 0.85 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 14% |
Speed | 0.84569585276751 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Darkness | +36% |
Blight | +16% |
Physical | +21% |
Acid | +11% |
All | +6% |
Offense: Damage Penetration
Acid | +35% |
Lightning | +45% |
Darkness | +35% |
Arcane | +40% |
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 22 (51.69962066283%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 23 |
Mental Save | 28 |
Defense: Resistances
Physical | + 9%( 70%) |
Lightning | + 39%( 70%) |
Darkness | + 67%( 70%) |
Temporal | + 16%( 70%) |
Blight | -6%( 70%) |
Arcane | + 14%( 70%) |
Acid | + 9%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
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. |
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 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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 30 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (85% 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Trained Reactions |
talent | Phantasmal Shield |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.4 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 37% chance to deflect up to 18 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Infinite Dungeon Challenge (Level 19): Exterminator Challenge |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 17): Headhunter0 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (194)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Bleakclamor (107% power, 2 apr, acid element) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% * 20 arcane resource burn ----- def ----- Armour +1 Defense +10 (+2 eff.) Resists +6% lightning +5% temporal +5% arcane Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Pinning- +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 20% Mag, 50% Str Dmg Bright light Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Res.pen +15% lightning ----- def ----- Max.HP +41.00 ---------- misc Max.mana +40.00 Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +4% Resists +7% lightning +8% temporal +4% all Phys.save +18 (+9 eff.) 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 acid Dmg.mod +5% acid Res.pen +10% mind ----- def ----- Armour +2 Fatigue +3% Resists +5% acid HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +17.00 Max.hate +4.00 Infravis +1 Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 acid On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Die.at -80.00 life ---------- misc Max.vim +50.00 Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +22% darkness Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Fatigue -4% Resists +44% darkness ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +13 (+7 eff.) Apr +2 ----- def ----- Defense +30 (+6 eff.) Die.at -20.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +12% darkness +3% physical Max.HP +40.00 Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Psionic Power 119% 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+ +7 darkness +4 acid Against +11% Living On Hit.r1 +5 fire On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Res.pen +10% acid Melee Ret 6 mind ----- def ----- Mind.save +6 (+3 eff.) Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness Res.pen +5% lightning ----- def ----- Defense +9 (+2 eff.) Stealth +6 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag 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 138.15 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Dex dps ---------- Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +2% physical ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor Reqs Str 20 [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Res.pen +15% mind ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +23% lightning Crit.chn- 5.00% Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.08 A suit of armour made of leather. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 345 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +4 Str dps ---------- Acc +11 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+2 eff.) Resists +8% nature +5% blight Poison- +23% Disease- +25% 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 changed by the digestive sack. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 105% 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% Melee+ +16 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +9% mind +3% temporal Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.0% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +4 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +8.0% ----- def ----- Die.at -20.00 life Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 127% 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% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Nature Power 115% 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+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +22.00 Disease- +16% Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +11% lightning +5% physical +12% nature +7% cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +7% lightning +6% darkness +3% mind +6% cold +18% nature +9% all Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +14% acid +11% fire Res.pen +15% blight ----- def ----- Resists +21% acid +16% fire +9% all Mind.save +17 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Mag dps ---------- Res.pen +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +20% blight ----- def ----- Armour +1 Resists +9% darkness Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +5 Con dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +8 Hardiness +5% Fatigue +1% Resists +5% physical Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 5% Stone Touch 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.4 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +4 Mag ----- def ----- Armour +6 Defense +19 (+4 eff.) Fatigue +8% Resists +18% acid +6% light ---------- misc Mana/turn +0.12 Max.psi +20.00 A suit of armour made of leather. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +3% blight +17% fire Phys.save +3 (+2 eff.) Disease- +20% Disarm- +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire +3% nature +3% cold Res.pen +10% cold ----- def ----- Resists +6% nature Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire 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. |
![]() 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 99% 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 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 T2 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% physical ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +5 Wil dps ---------- Spell.crit +2% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +10.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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 Eyalm the Cornac Shadowblade level 22
22nd Dusk 122nd year of Ascendancy at 16:47 see stats
By Eyalm the Cornac Shadowblade level 13
4th Flare 122nd year of Ascendancy at 01:42 see stats
By Eyalm the Cornac Shadowblade level 25
29th Dusk 122nd year of Ascendancy at 17:43 see stats
By Eyalm the Cornac Shadowblade level 10
9th Mirth 122nd year of Ascendancy at 01:57 see stats
By Eyalm the Cornac Shadowblade level 20
12nd Dusk 122nd year of Ascendancy at 18:50 see stats
By Eyalm the Cornac Shadowblade level 19
11st Dusk 122nd year of Ascendancy at 20:37 see stats
By Eyalm the Cornac Shadowblade level 20
16th Dusk 122nd year of Ascendancy at 19:58 see stats
By Eyalm the Cornac Shadowblade level 22
23rd Dusk 122nd year of Ascendancy at 13:30 see stats
By Eyalm the Cornac Shadowblade level 15
8th Flare 122nd year of Ascendancy at 19:46 see stats
Log
You gain 1.00 gold from the transmogrification of Serpent's Glare (91% power, 15 apr, nature damage).
You gain 2.78 gold from the transmogrification of chilling stralite mace of projection (142% power, 5 apr).
You gain 17.50 gold from the transmogrification of Nature's Vengeance (150% power, 4 apr).
You gain 12.26 gold from the transmogrification of Adulewe (156% power, 6 apr).
You gain 4.85 gold from the transmogrification of truestriking steel longsword of daylight (110% power, 3 apr).
You gain 20.07 gold from the transmogrification of stralite longsword 'Noonhacker' (138% power, 5 apr).
You gain 2.00 gold from the transmogrification of steel longsword of phasing (112% power, 14 apr).
You gain 3.46 gold from the transmogrification of hateful dwarven-steel longsword of erosion (126% power, 4 apr).
You gain 2.16 gold from the transmogrification of yew longbow of acid.
You gain 13.72 gold from the transmogrification of yew longbow 'Dimtide'.
You gain 3.63 gold from the transmogrification of swiftstrike ash longbow of cold.
You gain 3.33 gold from the transmogrification of steady ash longbow of lightning.
You gain 5.43 gold from the transmogrification of warbringer's steel greatsword (124% power, 2 apr).
You gain 6.12 gold from the transmogrification of truestriking dwarven-steel greatsword of vileness (143% power, 2 apr).
You gain 4.34 gold from the transmogrification of truestriking dwarven-steel greatsword of massacre (159% power, 2 apr).
You gain 3.35 gold from the transmogrification of hateful steel greatsword of erosion (129% power, 2 apr).
You gain 4.97 gold from the transmogrification of balanced stralite greatsword of projection (158% power, 3 apr).
You gain 24.22 gold from the transmogrification of steel greatmaul 'Relgileg' (135% power, 2 apr).
You gain 25.00 gold from the transmogrification of voratun dagger 'Tarruroddaregolen' (146% power, 11 apr).
You gain 6.37 gold from the transmogrification of truestriking dwarven-steel dagger of crippling (122% power, 7 apr).
You gain 3.60 gold from the transmogrification of dwarven-steel dagger of shearing (120% power, 7 apr).
You gain 6.79 gold from the transmogrification of hateful dwarven-steel battleaxe of evisceration (142% power, 2 apr).
You gain 1.73 gold from the transmogrification of flaming dwarven-steel battleaxe (142% power, 2 apr).
You gain 4.27 gold from the transmogrification of balanced steel battleaxe of erosion (122% power, 2 apr).
You gain 3.04 gold from the transmogrification of warrior's gold ring of power.
You gain 1.55 gold from the transmogrification of warrior's gold ring.
You gain 3.15 gold from the transmogrification of rogue's copper ring of perseverance.
You gain 3.90 gold from the transmogrification of serendipitous steel amulet of strength (+5).
You gain 1.51 gold from the transmogrification of blink rune (range 5; phase 10; cd 15).
You feel very confident walking into this place.