Lord Hawk the level 6 Higher Shadowblade by Lord_Hawk |
'Lord Hawk the level 6 Higher Shadowblade' by user Lord_Hawk
| Character | |
|---|---|
| Game | Tales of Maj'Eyal: Age of Ascendancy (version 3.9.34) |
| Name | Lord Hawk |
| Sex | Male |
| Type | Higher Shadowblade |
| Campaign | Maj'Eyal |
| Difficulty | Normal |
| Permadeath | Adventure |
| Level | 6 |
| Exp | 18% |
| Gold | 16 |
| Died |
|
| Primary Stats | |
|---|---|
| Strength | 25 |
| Dexterity | 21 |
| Magic | 15 |
| Willpower | 13 |
| Cunning | 20 |
| Constitution | 16 |
| Resources | |
|---|---|
| Life | -58/233 |
| Stamina | 72/72 |
| Mana | 145/145 |
| Inscriptions (3/3) | |
|---|---|
| Infusion |
Effective talent level: 1.0
Wild
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. |
| Infusion |
Effective talent level: 1.0
Regeneration
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. |
| Rune |
Effective talent level: 1.0
Manasurge
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. |
| Offense | |
|---|---|
| Accuracy (main Hand) | 26 |
| Damage (main Hand) | 21 |
| APR (main Hand) | 1 |
| Crit (main Hand) | 13% |
| Speed (main Hand) | 1.11 |
| Spellpower | 15 |
| Spell Crit | 4 |
| Spell Speed | 1 |
| Cold Damage | 15% |
| Defense | |
|---|---|
| Fatigue | 13 |
| Armour | 7 |
| Armour Hardiness | 30 |
| Defense | 5 |
| Ranged Defense | 5 |
| Physical Save | 14 |
| Spell Save | 9 |
| Mental Save | 11 |
| All Resists(cap) | 0%( 70%) |
| Cold Resist(cap) | 20%( 70%) |
| Nature Resist(cap) | 10%( 70%) |
| Temporal Resist(cap) | 6%( 70%) |
| Poison Resistance | 10% |
| Teleport Resistance | 20% |
| Talents | |
|---|---|
| Race / Higher | (mastery 1.00) |
|
Effective talent level: 4.0
4/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Dual Weapons | (mastery 1.20) |
|
Effective talent level: 1.2
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases the damage of the off-hand weapon to 56%. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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). |
| Technique / Dual Techniques | (mastery 1.20) |
|
Effective talent level: 1.2
1/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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%. |
| Technique / Combat Techniques | (mastery 1.30) |
|
Effective talent level: 3.9
3/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Combat Training | (mastery 1.20) |
|
Effective talent level: 0.0
0/5
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% |
|
Effective talent level: 0.0
0/10
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. |
|
Effective talent level: 0.0
0/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases accuracy of unarmed, melee and ranged weapons by 0. |
|
Effective talent level: 2.4
2/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases damage done with swords, maces and axes by 49%. |
|
Effective talent level: 0.0
0/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases damage done with knives by 0%. |
| Cunning / Dirty Fighting | (mastery 1.30) |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Cunning / Lethality | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Cunning / Shadow Magic | (mastery 1.30) |
|
Effective talent level: 1.3
1/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Cunning / Survival | (mastery 1.10) |
|
Effective talent level: 0.0
0/5
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'). |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You have learnt to disarm traps (0 disarm power). |
|
Effective talent level: 0.0
0/5
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. |
| Spell / Phantasm | (mastery 1.00) |
|
Effective talent level: 0.0
0/5
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). |
|
Effective talent level: 0.0
0/5
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 |
|
Effective talent level: 0.0
0/5
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 |
|
Effective talent level: 0.0
0/5
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 |
| Spell / Conveyance | (mastery 1.00) |
|
Effective talent level: 1.0
1/5
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 |
|
Effective talent level: 0.0
0/5
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 |
|
Effective talent level: 0.0
0/5
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 |
|
Effective talent level: 0.0
0/5
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. |
| Current Effects | |
|---|---|
| Talent | Precise Strikes |
| Talent | Shadow Combat |
| Quests |
|---|
| Achievements |
|---|
| Equipment | |
|---|---|
| In Main Hand |
thunderous iron greatsword (8-12.8 power, 1 apr)
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 |
| Light Source |
preserving brass lantern
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 |
| Main Armor |
anchoring rough leather armour of resilience (1 def, 2 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 |
| On Hands |
brawler's rough leather gloves (0 def, 1 armor)
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) |
| On Feet |
Frost Treads (1 def, 4 armor)
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 |
| Inventory |
|---|
|
sneak's insidious poison infusion (16 nature damage, 24% healing reduction)
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.. |
|
sun infusion (rad 5; power 21; turns 4)
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.. |
|
Orb of Scrying
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. |
|
phase iron greatmaul (11-16.5 power, 8 apr)
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% |
|
poisonous iron greatsword (11-17.6 power, 1 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 of accuracy (10.5-16.8 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 |
|
acidic iron longsword (6-8.4 power, 2 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 of defense (6.5-9.1 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 |
|
ethereal elm staff of might (5-6 power, 2 apr, cold damage)
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% |
|
pair of rough leather boots of uncanny dodging (0 def, 1 armor)
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% |
|
traveler's pair of iron boots of uncanny dodging (0 def, 3 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 |
|
173 shocking shocking iron shot (11-13.2 power, 1 apr)
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 |
|
Rod of Recall (1/1)
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. |
|
elm wand
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 |
|
2 ametrine
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 |
|
citrine
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 |
|
zircon
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 |
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...

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