NightShade the level 15 Halfling Shadowblade by erinye2000

'NightShade the level 15 Halfling Shadowblade' by user erinye2000


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
- Bug-fixes for ToME beta 37 3.9.37
NameNightShade
SexFemale
TypeHalfling Shadowblade
CampaignMaj'Eyal
DifficultyNormal
PermadeathRoguelike
Level15
Exp8%
Gold145
Died
  • Killed by Mimun the dwarf at level 15 on the 76th Dusk 122nd year of Ascendancy at 15:06
1 times (now dead)
Primary Stats
Strength14
Dexterity40
Magic23
Willpower13
Cunning27
Constitution17

Resources
Life0/390
Stamina122/140
Mana177/199
Positive0/92
Inscriptions (3/3)
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns.
Wild
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 213 life over 5 turns.
Its effects scale with your Dexterity stat.
Regeneration
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana.
Manasurge

Offense
Accuracy (main Hand)34
Damage (main Hand)42
APR (main Hand)17
Crit (main Hand)17%
Speed (main Hand)1.00
Accuracy (off Hand)34
Damage (off Hand)21
APR (off Hand)16
Crit(off Hand)16%
Speed(off Hand)1.00
Spellpower24
Spell Crit11
Spell Speed1
Defense
Fatigue2
Armour5
Armour Hardiness30
Defense33
Ranged Defense33
Physical Save17
Spell Save20
Mental Save20
All Resists(cap) 0%( 70%)
Fire Resist(cap) 6%( 70%)
Lightning Resist(cap) 10%( 70%)
Blight Resist(cap) 5%( 70%)
Darkness Resist(cap) 5%( 70%)
Poison Resistance12%
Confusion Resistance17%
Blind Resistance6%
Pinning Resistance12%
Stun Resistance24%

Talents
Race / Halfling(mastery 1.00)
  • Luck Of The Little Folk (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: instant
Description: Call upon the luck and cunning of the Little Folk to increase your physical and spell critical strike chance by 24% for 5 turns.
The bonus will increase with the Cunning stat.
0/5
  • Duck And Dodge (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Halfling have long learnt to use their small stature as an advantage when fighting the other races.
Increases defense in melee based on the size difference between the attacker and you (+0 defence per size).
0/5
  • Militant Mind (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Halflings have always been a very organised and methodical race, the more foes they face the more organised they are.
If two or more foes are in sight your physical power, spellpower and mindpower are increased by 0.0 per foes (up to 0 foes).
0/5
  • Indomitable (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: instant
Description: Halflings are one of the more powerful military force of the known world, they have been at war with most other races for thousand of years.
Instantly makes you immune to stuns, dazes and pinning effects for 3 turns.
0/5
Technique / Dual Weapons(mastery 1.20)
  • Dual Weapon Training (class)
Effective talent level: 1.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases the damage of the off-hand weapon to 56%.
1/5
  • Dual Weapon Defense (class)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to block incoming blows with your weapons, increasing your defense by 24.
5/5
  • Precision (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to hit the right spot, increasing your armor penetration by 4.
Armor penetration will increase with your Dexterity stat.
0/5
  • Momentum (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases attack speed by 0%, but drains stamina quickly(-6 stamina/turn).
0/5
Technique / Dual Techniques(mastery 1.20)
  • Dual Strike (class)
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hit with your offhand weapon for 158% damage. If the attack hits, the target is stunned for 8 turns and you hit it with your mainhand weapon doing 158% damage.
Stun chance increase with your Dexterity stat.
5/5
  • Flurry (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 15.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 69% damage.
1/5
  • Sweep (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 30.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack your foes in a frontal arc doing 134% weapon damage and making your targets bleed for 20 each turn for 4 turns.
1/5
  • Whirlwind (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 30.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, damaging all targets around you with both weapons for 154%.
1/5
Technique / Combat Techniques(mastery 1.30)
  • Precise Strikes (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 4 and critical chance by 4%.
The effects will increase with your Dexterity stat.
0/5
  • Rush (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22.44
Range: 5.00
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
0/5
  • Perfect Strike (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.2
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 1 turns.
0/5
  • Blinding Speed (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.5
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: instant
Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns.
0/5
Technique / Combat Training(mastery 1.20)
  • Thick Skin (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 0%
0/5
  • Armour Training (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 0 and reduces chance to be critically hit by 0% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 0%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

0/10
  • Combat Accuracy (generic)
Effective talent level: 1.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 6.
1/10
  • Weapons Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with swords, axes, maces by 0%
0/10
  • Knife Mastery (generic)
Effective talent level: 8.4
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 42. Also increases damage done with knives by 46%
7/10
Cunning / Dirty Fighting(mastery 1.30)
  • Dirty Fighting (class)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 10.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 45% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 5 turns.
Stun chance increase with talent level and your Dexterity stat.
1/5
  • Backstab (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit gives you a big advantage against stunned targets; all your hits will have a 0% greater chance of being critical.
0/5
  • Switch Place (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 51
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you evasion(50%) for 1 turns.
While switching places your weapon(s) will connect with the target, not damaging it but on hit effects can trigger.
0/5
  • Cripple (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 90% damage. If your attack hits, the target is crippled for 3 turns, losing 7% accuracy and 7% damage.
Hit chance improves with talent level and your Dexterity stat.
0/5
Cunning / Lethality(mastery 1.30)
  • Lethality (class)
Effective talent level: 1.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to find and hit the weak spots. Your strikes have a 2.69% greater chance to be critical hits and your critical hits do 5% more damage.
Also, when using knives, you now use your cunning score instead of your strength for bonus damage.
1/5
  • Deadly Strikes (class)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 15.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: You hit your target doing 111% damage. If your attack hits, you gain 8 armour penetration for 7 turns.
The APR will increase with Cunning.
1/5
  • Willful Combat (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.5
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: instant
Description: For 3 turns you put all your will into your blows, adding 16 damage to each strike.
Damage will improve with your Cunning and Willpower stats.
0/5
  • Snap (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 51
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wits allow you to reset the cooldown of 2 of your combat talents(cunning or technique) of level 0 or less.
0/5
Cunning / Shadow Magic(mastery 1.30)
  • Shadow Combat (class)
Effective talent level: 1.3
Use mode: Sustained
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Channel raw magical energy into your melee attacks, each doing 9.73 darkness damage and costing 2.00 mana.
1/5
  • Shadow Cunning (class)
Effective talent level: 1.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The user gains a bonus to spellpower equal to 19% of their cunning.
1/5
  • Shadow Feed (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 40
Range: 10.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Regenerates 0.00 mana per turn while active.
0/5
  • Shadowstep (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30.6
Range: 5.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% darkness weapon damage.
Dazed targets can not act, but any damage will free them.
To shadowstep you need to be able to see the target.
0/5
Cunning / Ambush(mastery 1.30)
  • Shadow Leash (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 15.6
Stamina cost: 15.3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: For an instant your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 3 tuns.
Duration increases with talent level and chance to succeed with your Dexterity stat.
1/5
  • Shadow Ambush (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 15.6
Stamina cost: 15.3
Range: 7.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You reach out with shadow vines toward your target, pulling it to you and silencing it for 1 turns.
Duration increases with talent level and chance to succeed with your Dexterity stat.
0/5
  • Ambuscade (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 36.4
Stamina cost: 35.7
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You take full control of your own shadow for 3 turns.
Your shadow possesses your talents and stats, has 22% life and deals 42% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (25 power) and all melee damage it deals is converted to darkness damage.
If you release control early your shadow will dissipate.
0/5
  • Shadow Veil (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 62.4
Stamina cost: 30.6
Range: 5.00
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You veil yourself in shadows for 3 turns and let them control you.
While in the veil you become immune to status effects, and gain 10% all damage reduction. Each turn you blink to a nearby foe, hitting it for 90% darkness weapon damage.
While this goes on you cannot be stopped unless you are killed, and you cannot control your character.
0/5
Cunning / Survival(mastery 1.10)
  • Trap Detection (generic)
Effective talent level: 1.1
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (7 detection 'power').
1/5
  • Heightened Senses (generic)
Effective talent level: 1.1
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 6 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
1/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 17% chance to completely evade them for 6 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
0/5
Spell / Phantasm(mastery 1.00)
  • Illuminate (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.2
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a globe of pure light with a radius of 5 that illuminates the area.
At level 3 it also blinds all who see it (except the caster).
0/5
  • Blur Sight (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 31.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The caster's image blurs, granting 1 bonus to defense.
The bonus will increase with your Spellpower.
0/5
  • Phantasmal Shield (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 62.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 2 arcane damage to the attacker.
The damage will increase with your Spellpower.
0/5
  • Invisibility (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 156
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The caster fades from sight, granting 2 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower.
0/5
Spell / Conveyance(mastery 1.00)
  • Phase Door (generic)
Effective talent level: 5.0
Use mode: Activated
Mana cost: 10.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a small range of up to 9 grids.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 2). If the target area is not in line of sight there is a chance the spell will fizzle.
The range will increase with your Spellpower.
5/5
  • Teleport (generic)
Effective talent level: 1.0
Use mode: Activated
Mana cost: 20.8
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a large range (124), with a minimum range of 15.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 19).
The range will increase with your Spellpower.
1/5
  • Displacement Shield (generic)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 72.8
Range: 8.00
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: This intricate spell erects a space distortion around the caster that is linked to another one around a target.
Any time the caster should take damage there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (66) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
Max damage shield can absorb will increase with your Spellpower.
0/5
  • Probability Travel (generic)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 208
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you hit a solid surface this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
Range will improve with your Spellpower.
0/5
Current Effects
TalentShadow Combat
Quests
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.
By NightShade the Halfling Shadowblade level 14
19th Dusk 122nd year of Ascendancy at 11:40
Level 10
Got a character to level 10.
By NightShade the Halfling Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 18:58
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By NightShade the Halfling Shadowblade level 15
38th Dusk 122nd year of Ascendancy at 12:08
The Arena
Unlocked Arena mode.
By NightShade the Halfling Shadowblade level 8
78th Pyre 122nd year of Ascendancy at 20:43
The Secret City
Discovered the truth about mages.
By NightShade the Halfling Shadowblade level 15
75th Dusk 122nd year of Ascendancy at 21:59

Equipment
In Main Hand
blazebringer's steel dagger of massacre (16.5-21.45 power, 6 apr)

Sharp, short and deadly.

Requires:
- Dexterity 16
Crafted by
a master
1.00 Encumbrance.

Type: weapon / dagger

Base power: 16.5 - 21.4
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
Damage when this weapon hits:
+5 fire
When wielded/worn:
Damage when the wearer is hit:
8 fire
Changes resistances penetration:
+8% fire
blazebringer's steel dagger of massacre (16.5-21.45 power, 6 apr)
In Off Hand
slime-covered iron dagger of massacre (11-14.3 power, 5 apr)

Sharp, short and deadly.

Requires:
- Dexterity 11
Infused by
nature
Crafted by
a master
1.00 Encumbrance.

Type: weapon / dagger

Base power: 11.0 - 14.3
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+5
Physical crit. chance:
+4.0%
Attack speed:
100%
Damage when this weapon hits:
+11 slime
slime-covered iron dagger of massacre (11-14.3 power, 5 apr)
On Fingers
gladiator's steel ring of pilfering

Rings can have magical properties.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Armour penetration:
+3
Physical power:
+5
Defense:
+4
Changes stats:
+4 Str / +4 Con
It can be used to activate talent Disengage (costing 40 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 40 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
gladiator's steel ring of pilfering
On Fingers
copper ring of blasting

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Damage when the wearer hits(melee):
3 lightning / 3 physical
copper ring of blasting
Around Neck
copper amulet of murder

Amulets can have magical properties.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Accuracy:
+5
Armour penetration:
+5
Physical crit. chance:
+3.0%
Critical mult.:
+11.00%
copper amulet of murder
Light Source
preserving brass lantern

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.

Crafted by a master
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Changes stats:
+2 Con
Poison immunity:
+12%
Disease immunity:
+10%
Life regen:
+0.60
Light radius:
+2
preserving brass lantern
Main Armor
ancient linen robe of life (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Changes stats:
+1 Mag
Damage when the wearer hits(melee):
6 temporal
Changes resistances:
+5% blight
Confusion immunity:
+11%
Life regen:
+0.80
Maximum life:
+41.00
Healing mod.:
+10%
ancient linen robe of life (0 def, 0 armour)
Cloak
spellcowled linen cloak of the guardian (6 def, 3 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Powered by arcane forces
Crafted by
a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Armour:
+3
Defense:
+6
Physical save:
+6
Spell save:
+7
Mental save:
+7
Blindness immunity:
+6%
Confusion immunity:
+6%
spellcowled linen cloak of the guardian (6 def, 3 armour)
On Head
grounding rough leather cap of knowledge (0 def, 1 armour)

A cap made of leather.

Powered by arcane forces
Crafted by
a master
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+3 Wil / +2 Mag
Changes resistances:
+5% lightning
Stun/Freeze immunity:
+11%
Spell crit. chance:
+4%
grounding rough leather cap of knowledge (0 def, 1 armour)
Around Waist
grounding rough leather belt of the titan

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Physical power:
+3
Changes resistances:
+5% lightning
Stun/Freeze immunity:
+13%
grounding rough leather belt of the titan
On Feet
blood-soaked pair of rough leather boots of tirelessness (0 def, 1 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour penetration:
+3
Physical power:
+3
Armour:
+1
Fatigue:
+1%
Pinning immunity:
+12%
Stamina each turn:
+0.30
Maximum stamina:
+11.00
blood-soaked pair of rough leather boots of tirelessness (0 def, 1 armour)
Tool
dwarven-steel pickaxe of Reknor (dig speed 11 turns)

Allows you to dig a wall, remove a tree, create ways.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Changes resistances:
+5% darkness / +6% fire
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
dwarven-steel pickaxe of Reknor (dig speed 11 turns)
Inventory
duelist's regeneration infusion (heal 210 over 5 turns)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 210 life over 5 turns.
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the infusion..
duelist's regeneration infusion (heal 210 over 5 turns)
Bill's Tree Trunk (30-51 power, 7 apr)

This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!

Requires:
- Strength 25
Crafted by
a master
5.00 Encumbrance.

Type: weapon / greatmaul
It must be held with both hands.

Base power: 30.0 - 51.0
Uses stat: 130% Str
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+1.5%
Attack speed:
100%
When wielded/worn:
Bill's Tree Trunk (30-51 power, 7 apr)
Crooked Club (25-35 power, 4 apr)

An oddly twisted club with a hefty weight on the end.

Requires:
- Strength 20
Crafted by
a master
3.00 Encumbrance.

Type: weapon / mace

Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+14 % chances to confuse
When wielded/worn:
Accuracy:
+12
Crooked Club (25-35 power, 4 apr)
Skullcleaver (16-22.4 power, 3 apr)

A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson.

Requires:
- Strength 18
Powered by
arcane forces
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 16.0 - 22.4
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+12.0%
Attack speed:
100%
When this weapon hits: Greater Weapon Focus (10% chance level 2).
Damage when this weapon hits:
+10 drain life
When wielded/worn:
Changes damage:
+8% blight
Skullcleaver (16-22.4 power, 3 apr)
naturalist's iron gauntlets of dispersion (0 def, 1 armour)

Metal gloves protecting the hands up to the middle of the lower arm.

Requires:
- Talent Armour Training
Powered by
arcane forces
Infused by
nature
1.50 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+1
Changes stats:
+4 Mag
Changes resistances:
+3% arcane / +6% nature
Changes damage:
+3% nature
It can be used to activate talent Disperse Magic (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 10.00
Travel Speed: instantaneous
Description: Removes up to 3 magical effects (both good and bad) from the target.
At level 3 it can be targeted.
naturalist's iron gauntlets of dispersion (0 def, 1 armour)
6 agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

When wielded/worn:
Changes stats:
+1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats:
+1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
6 agate
4 aquamarine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Changes resistances:
+4% all
When used to imbue an object:
Changes resistances:
+4% all
4 aquamarine
topaz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Defense:
+4
When used to imbue an object:
Defense:
+4
topaz
3 spinel

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Defense:
+2
When used to imbue an object:
Defense:
+2
3 spinel
red crystal shard

Tiny flames still dance etherally inside this transparent crystal, though its heat seems to have faded... you hope.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

red crystal shard
vial of fire wyrm saliva

Clear and slightly thicker than water. It froths when shaken.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

vial of fire wyrm saliva
Summertide Phial

A small crystal phial that captured Sunlight during the Summertide.

Infused by nature
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+4
It can be used to call light, costing 10 power out of 15/15.
Summertide Phial
Wintertide Phial

This phial seems filled with darkness, yet it cleanses your thoughts.

Powered by arcane forces
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+1
Infravision radius:
+6
It can be used to cleanse your mind, costing 40 power out of 60/60.
Wintertide Phial
bright brass lantern of clarity

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.

Crafted by a master
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Confusion immunity:
+20%
Light radius:
+3
bright brass lantern of clarity
Crystal Focus

This crystal radiates the power of the Spellblaze itself.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

It can be used to combine with a weapon, costing 1 power out of 1/1.
Crystal Focus
Orb of Scrying

This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Scrying
Transmogrification Chest

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.
Transmogrification Chest
amethyst

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / violet

When wielded/worn:
Changes damage:
+4% all
When used to imbue an object:
Changes damage:
+4% all
amethyst
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
6 ametrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes damage:
+2% all
When used to imbue an object:
Changes damage:
+2% all
6 ametrine
7 citrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Light radius:
+1
When used to imbue an object:
Light radius:
+1
7 citrine
5 zircon

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes resistances:
+2% all
When used to imbue an object:
Changes resistances:
+2% all
5 zircon

Last Messages

Bibaran the thalore hits NightShade for 1 nature, 21 fire damage (total 21.89).
Bibaran the thalore uses Wrath of the Woods.

Bibaran the thalore radiates power.

Bibaran the thalore hits NightShade for
2 nature, 23 fire damage (total 23.69).
NightShade performs a critical strike!
Bibaran the thalore slows down.

NightShade hits Bibaran the thalore for
15 physical, 2 fire, 1 physical, 1 lightning, 2 temporal, 3 darkness, 12 physical, 3 nature, 1 physical, 1 lightning, 2 temporal, 3 darkness damage (total 41.17).
Bibaran the thalore hits NightShade for
2 nature damage.
NightShade stops being poisoned.

NightShade is not stunned anymore.

Bibaran the thalore's aura of power vanishes.

Mimun the dwarf casts Temporal Wake.

NightShade is stunned!

Mimun the dwarf hits NightShade for
68 temporal damage.
Alanov the dwarf uses Dark Tendrils.

Bibaran the thalore speeds up.

Mimun the dwarf uses Resilience of the Dwarves.

Mimun the dwarf's skin turns to stone.

Mimun the dwarf hits NightShade for
25 physical, 4 cold, 20 light, 11 physical, 9 lightning, 9 temporal damage (total 77.14).
NightShade hits Mimun the dwarf for
3 fire, 3 fire damage (total 4.80).
Alanov the dwarf activates Pity.

Alanov the dwarf uses Feed.

Alanov the dwarf deactivates Pity.

Shadow casts Blindside.

Shadow hits NightShade for
27 physical damage.
NightShade hits shadow for
3 fire damage.
Mimun the dwarf killed NightShade!
Saving done.

Saving done.

Saving game...