











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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 Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 23 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 6 on the 78th Pyre 122nd year of Ascendancy at 22:27 0 / 7Killed by poison gas trap at level 8 on the 10th Mirth 122nd year of Ascendancy at 02:55 Killed by Kar'Zu at level 16 on the 36th Dusk 122nd year of Ascendancy at 18:16 Killed by elven tempest at level 21 on the 1st Haze 122nd year of Ascendancy at 02:09 Killed by Grand Corruptor at level 21 on the 1st Haze 122nd year of Ascendancy at 02:33 Killed by Yvoldavea the orc high pyromancer at level 23 on the 33rd Haze 122nd year of Ascendancy at 02:15 Killed by Betobretira the rogue at level 23 on the 33rd Haze 122nd year of Ascendancy at 13:37 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 40 (base 33) |
| Constitution | 25 (base 10) |
| Magic | 40 (base 26) |
| Willpower | 23 (base 10) |
| Cunning | 69 (base 50) |
Resources
| Life | -244/628 |
| Mana | 56/297 |
| Stamina | 140/254 |
| Vim | 188/188 |
| Healing Factor | 1.2445178243369 |
| Regeneration | 59.933948794174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 55 |
| Crit Chance | 38% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 55 |
| Crit Chance | 37% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +14% |
| Arcane | +11% |
| Mind | +11% |
| All | +5% |
| Darkness | +15% |
| Light | +11% |
| Physical | +22% |
| Lightning | +25% |
| Fire | +8% |
| Nature | +19% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +20% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 21 |
| Mental Save | 37 |
Defense: Resistances
| Physical | + 45%( 70%) |
| Cold | + 43%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 39%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 47%( 70%) |
| Lightning | + 56%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 304 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 205 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 30.9, stamina regeneration by 8.7 and all damage resistance by 25%. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aniganeg the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Wil ----- def ----- Armour +1 Resists +3% darkness Mind.save +9 (+4 eff.) ---------- misc Stam/turn +0.30 Equi/ret +0.04 Max.stam +12.00 A pair of boots made of leather. |
| Light source | Unrikalthostir1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Crit.chn- 5.00% Max.HP +47.00 ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Skykin' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +9% blight Res.pen +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +24% fire A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Radiancemalice' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +6% light +6% mind On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +18.00 Max.hate +8.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel aquamarine ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +24 (+8 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +14% nature +5% all Apr +3 ----- def ----- Armour +2 Resists +6% temporal +28% nature +2% all Max.HP +41.00 HP.reg +10.00 Heal.mod +12% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | gold amulet 'Scorchdare'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Cun +6 Con dps ---------- Res.pen +15% physical Melee Ret 6 fire ----- def ----- Phys.save +8 (+4 eff.) Die.at -40.00 life Max.HP +42.00 HP.reg +3.00 Amulets make your neck look great! |
| In main hand | Ivaletha the Ravenwend (120% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 121% 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 nature While equipped: dps ---------- Res.pen +20% darkness ----- def ----- Resists +15% mind Disarm- +10% Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Ashgash the steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature 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% While equipped: Stats +6 Dex +7 Wil +7 Con dps ---------- Dmg.mod +6% physical +3% fire Apr +3 ----- def ----- Die.at -40.00 life Max.HP +18.00 Sharp, short and deadly. |
| Cloak | Frigidmoon the cashmere cloak (17 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Cun +2 Con ----- def ----- Armour +4 Defense +17 (+6 eff.) Resists +9% cold +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eilinodata (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +11% physical ----- def ----- Resists +11% physical +7% all ---------- misc Mana/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the sneak (res 29%; physical; dur 4; cd 10)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 physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the sneak (range 6; phase 19; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 131; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet 'Anadethad'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +4 Cun +2 Con dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +6% darkness +7% temporal +6% light +5% physical Res.pen +20% mind ---------- misc Hate/m.crit +2.00 Max.hate +2.00 Amulets make your neck look great! |
elemental dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 71 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +19% fire Res.pen +23% fire Massive two-handed battleaxes. |
chilling dwarven-steel dagger of phasing (118% power, 15 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +10% Melee+ +8 cold Sharp, short and deadly. |
warbringer's steel dagger of erosion (100% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 100% 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+ +7 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
Shimmerpanic the steel greatmaul (129% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Nature Power 129% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 lightning On Crit.r2 +20 lightning +16 cold While equipped: dps ---------- Mov.spd +38% Res.pen +17% lightning +14% cold ----- def ----- Mind.save +15 (+6 eff.) Heal.mod +10% Poison- +20% Knockbk- +20% Massive two-handed mauls. |
fungal yew longbow of cold4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 cold While equipped: Stats +3 Con dps ---------- Dmg.mod +12% cold ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 110 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Tubers the Sunblow (121% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Phasing +30% On Crit.r2 +12 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +10% physical Melee Ret 4 fire ----- def ----- Resists +6% acid +9% fire Sharp, long, and deadly. |
vined mindstar of life (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 82% 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.) ----- def ----- Max.HP +15.00 HP.reg +0.70 ---------- 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. |
steady hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +13 lightning While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% lightning Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ethereal yew magestaff of channeling (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +23 (+8 eff.) Dmg.mod +20% cold Phasing +14% ----- def ----- Defense +13 (+5 eff.) Shield.pwr +10% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% temporal ----- def ----- HP.reg +1.00 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 74.27 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. |
acidic dwarven-steel waraxe (116% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 One-handed war axes. |
Belodedil (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Dmg.mod +3% acid +15% temporal Res.pen +20% acid ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazeravager (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +8 (+3 eff.) Resists +16% light +15% fire +5% arcane +3% darkness Spell.save +9 (+4 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +1 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikevengeance (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +20% light Melee Ret 8 light 8 lightning ----- def ----- Armour +4 Fatigue +3% Resists +6% light +12% lightning Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Gunarab' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +7 Fatigue +3% Resists +9% acid +9% cold +9% temporal Poison- +20% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Cindervile' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Mov.spd +25% Res.pen +10% fire ----- def ----- Armour +3 Resists +12% nature +3% temporal Crit.chn- 10.00% Spell.save +6 (+3 eff.) A pair of boots made of leather. |
naturalist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +8% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
Gohell (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning +3% mind +6% nature +15% cold +6% fire +5% arcane +3% acid Die.at -80.00 life A suit of armour made of mail. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +13% darkness A suit of armour made of mail. |
steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +5% mind Mind.save +12 (+5 eff.) A suit of armour made of metal plates. |
dwarven-steel shield of the stars (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of cold resistance (+18%) (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
60 alchemist agate0.0 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. |
5 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
6 opal0.0 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. |
7 topaz0.0 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. |
Elyldawe the Frostrock (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +8% nature Res.pen +10% darkness +25% cold ----- def ----- Resists +6% blight +6% cold +12% nature Spell.save +18 (+9 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 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. |
2 spinel0.0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Salima the Ashblood (15/15, 136% power, 3 apr)3.0 T3 shot ammo [Rare] Disrupt Power 137% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +8 acid On Hit.r1 +20 acid +20 fire On Crit.r2 +16 acid On Hit: * 19 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (19/19, 146% power, 3 apr)3.0 T3 shot ammo [Normal] Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 128 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
11 amethyst0.0 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. |
quartz0.0 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. |
3 ametrine0.0 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. |
2 citrine0.0 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. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kar'Zu the Shalore Shadowblade level 19
69th Dusk 122nd year of Ascendancy at 07:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kar'Zu the Shalore Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 15:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kar'Zu the Shalore Shadowblade level 20
69th Dusk 122nd year of Ascendancy at 22:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Kar'Zu the Shalore Shadowblade level 22
30th Haze 122nd year of Ascendancy at 20:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Kar'Zu the Shalore Shadowblade level 8
8th Mirth 122nd year of Ascendancy at 03:18 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Kar'Zu the Shalore Shadowblade level 14
18th Dusk 122nd year of Ascendancy at 12:43 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kar'Zu the Shalore Shadowblade level 17
41st Dusk 122nd year of Ascendancy at 13:04 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Kar'Zu the Shalore Shadowblade level 23
33rd Haze 122nd year of Ascendancy at 02:15 see stats
Log
Kar'Zu killed Black bear!
Talent Shadow Grasp is ready to use.
Talent Infusion: Healing is ready to use.
Talent Invisibility is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Regeneration is ready to use.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Something hits Kar'Zu for 144 darkness damage.
Kar'Zu activates Stealth.
Something hits Kar'Zu for 85 darkness damage.
Betobretira the rogue's darkness area effect hits Kar'Zu for 42 darkness damage.
Kar'Zu's fades into the shadows.
Kar'Zu resists the darkness!
Something hits Kar'Zu for 208 darkness damage.
Talent Rune: Shielding is ready to use.
Betobretira the rogue's darkness area effect hits Kar'Zu for 42 darkness damage.
Something receives 54 healing from Betobretira the rogue's glyph of sunlight.
Betobretira the rogue's glyph of sunlight hits Kar'Zu for 89 light damage.
Betobretira the rogue's darkness area effect hits Kar'Zu for 42 darkness damage.
Something hits Kar'Zu for 328 darkness damage.
Kar'Zu the level 23 shalore shadowblade was swallowed by the void to death by Betobretira the rogue on level 1 of Ruined Dungeon.






































































































