Lord Hawk the level 6 Higher Shadowblade by Lord_Hawk

'Lord Hawk the level 6 Higher Shadowblade' by user Lord_Hawk


Character
GameTales of Maj'Eyal: Age of Ascendancy (version 3.9.34)
NameLord Hawk
SexMale
TypeHigher Shadowblade
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level6
Exp18%
Gold16
Died
  • Killed by large brown snake at level 2 on the 3rd Mirth 122nd year of Ascendancy at 18:15
  • Killed by giant spider at level 3 on the 3rd Mirth 122nd year of Ascendancy at 21:23
  • Killed by skeleton mage at level 6 on the 6th Dusk 122nd year of Ascendancy at 22:15
  • Killed by skeleton mage at level 6 on the 6th Dusk 122nd year of Ascendancy at 23:33
4 times (now dead)
Primary Stats
Strength25
Dexterity21
Magic15
Willpower13
Cunning20
Constitution16

Resources
Life-58/233
Stamina72/72
Mana145/145
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 poison 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: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 60 life over 5 turns.
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)26
Damage (main Hand)21
APR (main Hand)1
Crit (main Hand)13%
Speed (main Hand)1.11
Spellpower15
Spell Crit4
Spell Speed1
Cold Damage15%
Defense
Fatigue13
Armour7
Armour Hardiness30
Defense5
Ranged Defense5
Physical Save14
Spell Save9
Mental Save11
All Resists(cap) 0%( 70%)
Cold Resist(cap) 20%( 70%)
Nature Resist(cap) 10%( 70%)
Temporal Resist(cap) 6%( 70%)
Poison Resistance10%
Teleport Resistance20%

Talents
Race / Higher(mastery 1.00)
  • Gift Of The Highborn (generic)
Effective talent level: 4.0
Use mode: Activated

Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: Call upon the gift of the highborn to regenerate your body for 12 life every turn for 10 turns.
The life healed will increase with the Willpower stat.
4/5
  • Overseer Of Nations (generic)
Effective talent level: 0.0
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase maximum sight range by 0.
0/5
  • Born Into Magic (generic)
Effective talent level: 0.0
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by +0 and arcane resistance by 0%.
0/5
  • Highborn's Bloom (generic)
Effective talent level: 0.0
Use mode: Activated

Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate some of your inner magic, manipulating the world to be in a better shape for you.
Restores 2 stamina, 4 mana, -3 equilibrium, 2 vim, 1 positive and negative energies, -3 paradox and 1 psi energy.
The effect increases with your Constitution.
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: 0.0
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 4.
0/5
  • 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: 1.2
Use mode: Activated

Stamina cost: 16.95
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hit with your offhand weapon for 109% damage. If the attack hits, the target is stunned for 3 turns and you hit it with your mainhand weapon doing 109% damage.
Stun chance increase with your Dexterity stat.
1/5
  • Flurry (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 16.95
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 40% damage.
0/5
  • Sweep (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 33.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack your foes in a frontal arc doing 100% weapon damage and making your targets bleed for 10 each turn for 3 turns.
0/5
  • Whirlwind (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 33.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, damaging all targets around you with both weapons for 120%.
0/5
Technique / Combat Techniques(mastery 1.30)
  • Precise Strikes (class)
Effective talent level: 3.9
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 9 and critical chance by 7%.
The effects will increase with your Dexterity stat.
3/5
  • Rush (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 50.85
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: 11.3
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: 28.25
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: 0.0
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 0.
0/10
  • Weapons Mastery (generic)
Effective talent level: 2.4
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases damage done with swords, maces and axes by 49%.
2/10
  • Knife Mastery (generic)
Effective talent level: 0.0
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases damage done with knives by 0%.
0/10
Cunning / Dirty Fighting(mastery 1.30)
  • Dirty Fighting (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 11.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 20% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 3 turns.
Stun chance increase with talent level and your Dexterity stat.
0/5
  • 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: 56.5
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.
0/5
  • Cripple (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 33.9
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 6% damage.
Hit chance improves with talent level and your Dexterity stat.
0/5
Cunning / Lethality(mastery 1.30)
  • Lethality (class)
Effective talent level: 6.5
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 9.45% greater chance to be critical hits and your critical hits do 25% more damage.
Also, when using knives, you now use your cunning score instead of your strength for bonus damage.
5/5
  • Deadly Strikes (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 16.95
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: You hit your target doing 80% damage. If your attack hits, you gain 1 armour penetration for 5 turns.
The APR will increase with Cunning.
0/5
  • Willful Combat (class)
Effective talent level: 0.0
Use mode: Activated

Stamina cost: 28.25
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: instant
Description: For 3 turns you put all your will into your blows, adding 13 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: 56.5
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 6.01 darkness damage and costing 2.00 mana.
1/5
  • Shadow Cunning (class)
Effective talent level: 0.0
Use mode: Passive

Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The user gains a bonus to spellpower equal to 15% of their cunning.
0/5
  • 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: 33.9
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 / Survival(mastery 1.10)
  • Trap Detection (generic)
Effective talent level: 0.0
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 (0 detection 'power').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
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 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
0/5
  • 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 10% 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: 6.3
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: 37.8
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 the Magic stat
0/5
  • Phantasmal Shield (class)
Effective talent level: 0.0
Use mode: Sustained

Mana cost: 75.6
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 1 arcane damage to the attacker.
The damage will increase with the Magic stat
0/5
  • Invisibility (class)
Effective talent level: 0.0
Use mode: Sustained

Mana cost: 189
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The caster fades from sight, granting 1 bonus to invisibility.
Beware, you should take off your light, otherwise 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 2 mana while active.
The bonus will increase with the Magic stat
0/5
Spell / Conveyance(mastery 1.00)
  • Phase Door (generic)
Effective talent level: 1.0
Use mode: Activated

Mana cost: 12.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a small range of up to 6 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 6). If the target area is not in line of sight there is a chance the spell will fizzle.
The range will increase with the Magic stat
1/5
  • Teleport (generic)
Effective talent level: 0.0
Use mode: Activated

Mana cost: 25.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a large range (115), 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 20).
The range will increase with the Magic stat
0/5
  • Displacement Shield (generic)
Effective talent level: 0.0
Use mode: Activated

Mana cost: 88.2
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 (59) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
Max damage shield can absorb will increase with the Magic stat
0/5
  • Probability Travel (generic)
Effective talent level: 0.0
Use mode: Sustained

Mana cost: 252
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 Magic stat.
0/5
Current Effects
TalentPrecise Strikes
TalentShadow Combat
Quests
Achievements

Equipment
In Main Hand
thunderous iron greatsword (8-12.8 power, 1 apr)

Massive two-handed swords.

Requires:
- Strength 11

Crafted by
a master
3.00 Encumbrance.

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

Base power: 8.0 - 12.8
Uses stat: 120% Str
Damage type:
Physical
Armor Penetration:
+1
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage on strike(melee):
+6 lightning
When wielded/worn:
Damage when hit:
5 lightning
Changes resistances penetration:
+5% lightning
thunderous iron greatsword (8-12.8 power, 1 apr)
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:
+1 Con
Poison immunity:
+10%
Disease immunity:
+11%
Life regen:
+0.30
Light radius:
+2
preserving brass lantern
Main Armor
anchoring rough leather armour of resilience (1 def, 2 armor)

A suit of armour made of leather.

Requires:
- Strength 10

Infused by
nature
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armor:
+2
Defense:
+1
Fatigue:
+6%
Changes resistances:
+6% temporal
Teleport immunity:
+20%
Maximum life:
+43.00
anchoring rough leather armour of resilience (1 def, 2 armor)
On Hands
brawler's rough leather gloves (0 def, 1 armor)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armor:
+1
Changes stats:
+2 Str / +2 Dex / +2 Cun
Talent cooldown: Double Strike (
-1 turn)
brawler's rough leather gloves (0 def, 1 armor)
On Feet
Frost Treads (1 def, 4 armor)

A pair of leather boots. Cold to the touch, they radiate a cold blue light.

Requires:
- Dexterity 16

Infused by
nature
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armor:
+4
Defense:
+1
Fatigue:
+7%
Changes stats:
+4 Str / +4 Dex / +4 Cun
Changes resistances:
+10% nature / +20% cold
Changes damage:
+15% cold
Light radius:
+1
Frost Treads (1 def, 4 armor)
Inventory
sneak's insidious poison infusion (16 nature damage, 24% healing reduction)

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: 3.00
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to spit a bolt of poison doing 18.07 nature damage per turns for 7 turns and reducing the target's healing received by 24%.
Its effects scale with your Cunning stat.

It can be used to inscribe your skin with the infusion..
sneak's insidious poison infusion (16 nature damage, 24% healing reduction)
sun infusion (rad 5; power 21; turns 4)

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 brighten the area in a radius of 5, reveals any stealthy creatures.
It will also blind any creatures caught inside (power 21) for 4 turns.

It can be used to inscribe your skin with the infusion..
sun infusion (rad 5; power 21; turns 4)
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: jewelry / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Scrying
phase iron greatmaul (11-16.5 power, 8 apr)

Massive two-handed maul.

Requires:
- Strength 11

Powered by
arcane forces
5.00 Encumbrance.

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

Base power: 11.0 - 16.5
Uses stat: 120% Str
Damage type:
Physical
Armor Penetration:
+8
Physical crit. chance:
+0.5%
Attack speed:
100%
phase iron greatmaul (11-16.5 power, 8 apr)
poisonous iron greatsword (11-17.6 power, 1 apr)

Massive two-handed swords.

Requires:
- Strength 11

Infused by
nature
3.00 Encumbrance.

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

Base power: 11.0 - 17.6
Uses stat: 120% Str
Damage type:
Physical
Armor Penetration:
+1
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage on strike(melee):
+6 poison
poisonous iron greatsword (11-17.6 power, 1 apr)
poisonous iron greatsword of accuracy (10.5-16.8 power, 1 apr)

Massive two-handed swords.

Requires:
- Strength 11

Infused by
nature
Crafted by
a master
3.00 Encumbrance.

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

Base power: 10.5 - 16.8
Uses stat: 120% Str
Damage type:
Physical
Accuracy:
+6
Armor Penetration:
+1
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage on strike(melee):
+8 poison
poisonous iron greatsword of accuracy (10.5-16.8 power, 1 apr)
acidic iron longsword (6-8.4 power, 2 apr)

Sharp, long, and deadly.

Requires:
- Strength 11

Infused by
nature
3.00 Encumbrance.

Type: weapon / longsword

Base power: 6.0 - 8.4
Uses stat: 100% Str
Damage type:
Physical
Armor Penetration:
+2
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage on strike(melee):
+4 acid
acidic iron longsword (6-8.4 power, 2 apr)
acidic iron longsword of defense (6.5-9.1 power, 2 apr)

Sharp, long, and deadly.

Requires:
- Strength 11

Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 6.5 - 9.1
Uses stat: 100% Str
Damage type:
Physical
Armor Penetration:
+2
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage on strike(melee):
+4 acid
When wielded/worn:
Defense:
+4
acidic iron longsword of defense (6.5-9.1 power, 2 apr)
ethereal elm staff of might (5-6 power, 2 apr, cold damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 11

Powered by
arcane forces
5.00 Encumbrance.

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

Base power: 5.0 - 6.0
Uses stat: 100% Mag
Damage type:
Cold
Armor Penetration:
+2
Physical crit. chance:
+2.5%
Attack speed:
100%
When wielded/worn:
Changes damage:
+5% arcane
Mana each turn:
+0.10
Spellpower:
+4
Spell crit. chance:
+6%
ethereal elm staff of might (5-6 power, 2 apr, cold damage)
pair of rough leather boots of uncanny dodging (0 def, 1 armor)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armor:
+1
Ranged Defense:
+2
Fatigue:
+1%
pair of rough leather boots of uncanny dodging (0 def, 1 armor)
traveler's pair of iron boots of uncanny dodging (0 def, 3 armor)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training

Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armor:
+3
Ranged Defense:
+3
Fatigue:
+2%
Maximum encumberance:
+20
traveler's pair of iron boots of uncanny dodging (0 def, 3 armor)
173 shocking shocking iron shot (11-13.2 power, 1 apr)

Shots are used with slings to pummel your foes to death.

Requires:
- Dexterity 11

Powered by
arcane forces
0.03 Encumbrance.

Type: ammo / shot

Base power: 11.0 - 13.2
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armor Penetration:
+1
Physical crit. chance:
+4.0%
When wielded/worn:
Damage on hit(ranged):
11 lightning
173 shocking shocking iron shot (11-13.2 power, 1 apr)
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)
elm wand

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

elm wand
2 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
2 ametrine
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
citrine
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
zircon

Last Messages

There is a previous level here (press '<', '>' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
There is an item here:
creased letter
Lore found:
A creased letter
You can read all your collected lore in the game menu, by pressing Escape.

Lord Hawk loses sight!

Lord Hawk the level 6 higher shadowblade was mana-torn to death by a skeleton mage on level 2 of Last Hope Graveyard.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.

Saving done.

Saving game...

Resting starts...

Talent Shadow Combat is ready to use.
Talent Precise Strikes is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).

Lord Hawk activates Shadow Combat.

Lord Hawk activates Precise Strikes.

You are sent back to the material plane!
Celia hits Lord Hawk for
114 darkness damage.
Lord Hawk resists the bane!

Celia hits Lord Hawk for
34 cold damage.
Lord Hawk is on fire!

Skeleton mage hits Lord Hawk for
44 fire damage.
Skeleton mage hits Lord Hawk for
15 fire damage.
Skeleton mage killed Lord Hawk!
Saving done.

Saving done.

Saving game...