Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Shadowblade |
| Level / Exp | 16 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 6 on the 79th Pyre 122nd year of Ascendancy at 02:18 0 / 6Killed by minotaur at level 9 on the 8th Mirth 122nd year of Ascendancy at 02:51 Killed by Ureri the thalore at level 10 on the 3rd Summertide 122nd year of Ascendancy at 05:04 Killed by Bethowe the great wolf at level 10 on the 3rd Summertide 122nd year of Ascendancy at 23:00 Killed by bandit at level 15 on the 2nd Haze 122nd year of Ascendancy at 06:17 Killed by Yviyagada the cutpurse at level 16 on the 11st Haze 122nd year of Ascendancy at 09:37 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 37 (base 33) |
| Constitution | 20 (base 11) |
| Magic | 26 (base 18) |
| Willpower | 21 (base 10) |
| Cunning | 39 (base 30) |
Resources
| Life | -24/358 |
| Mana | 32/245 |
| Stamina | 138/176 |
| Healing Factor | 1 |
| Regeneration | 28.23 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 14 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 53 |
| Crit Chance | 32% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 53 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31.143123911652 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.15 |
| Crit Chance | 17% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 16.426320131077 |
| Ranged Defense | 21.213160065538 |
| Fatigue | 18 |
| Physical Save | 28.6375 |
| Spell Save | 24.8375 |
| Mental Save | 37.6125 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Chant of Fortress |
| talent | Shadow Combat |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has been revealed, reducing its stealth power by 23. Luminescence |
| beneficial effect | A flow of life spins around the target, regenerating 26.48 life per turn. Regeneration |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is poisoned, taking 13.78 nature damage per turn. Poison |
| detrimental effect | The target is poisoned and sick, doing 12.35 nature damage per turn. All damage it does is reduced by 16%. Numbing Poison |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | All damage done by the target will also hurt it for 21%. Martyrdom |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethowe the great wolf. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 | Voreseba the pair of dwarven-steel boots (16 def, 4 armour) Voreseba the pair of dwarven-steel boots (16 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +16 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +3% temporal Changes resistances penetration: +10% temporal It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eludhemina EludheminaCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% nature Changes damage: +9% mind Physical save: +9 Mental save: +5 Pinning immunity: +10% Teleport immunity: +15% Light radius: +9 See stealth: +14 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | hardened leather gloves 'Urthodur' (0 def, 2 armour) hardened leather gloves 'Urthodur' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances penetration: +10% temporal Life regen: +1.50 Stamina each turn: +1.00 Maximum stamina: +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of thorny skin [power 39] (18 cooldown) yew totem of thorny skin [power 39] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's steel ring of frost (+24%) rogue's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
| On fingers | Boltshine BoltshinePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +10% fire Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
| Around neck | gold amulet 'Lisyssra' gold amulet 'Lisyssra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Defense: +5 Changes stats: +7 Lck Changes resistances: +5% arcane Changes damage: +3% arcane Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | balancing rough leather belt of the vagrant balancing rough leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Dex / +4 Cun / +2 Con Mental save: +6 Mindpower: +4 Mental crit. chance: +6% A belt that goes around your waist. |
| In off hand | Polonor the dwarven-steel dagger (21-27.3 power, 7 apr) Polonor the dwarven-steel dagger (21-27.3 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +2 Mag Light radius: +2 Sharp, short and deadly. |
| Cloak | Isluda (2 def, 0 armour) Isluda (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +2 Con Changes resistances penetration: +10% temporal Changes damage: +3% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tempestuous cured leather armour of command (11 def, 8 armour) tempestuous cured leather armour of command (11 def, 8 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 Ranged Defense: +6 Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes stats: +2 Cun Changes resistances: +12% lightning / +14% cold Mental save: +10 A suit of armour made of leather. |
Inventory
shielding rune (absorb 70 for 4 turns) shielding rune (absorb 70 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 70 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
insulating steel amulet of cunning (+3) insulating steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% cold / +14% fire Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.10 Amulets can have magical properties. |
starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +12% darkness Blindness immunity: +20% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper ring of the mountain (+10%) copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
acidic iron dagger (9-11.7 power, 5 apr) acidic iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
arcing iron dagger (11-14.3 power, 5 apr) arcing iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning Sharp, short and deadly. |
arcing iron dagger (9.5-12.35 power, 5 apr) arcing iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (20.5-26.65 power, 7 apr) balanced dwarven-steel dagger of massacre (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +7 Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
steel dagger of erosion (12.5-16.25 power, 6 apr) steel dagger of erosion (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature / +4 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatsword (22.5-36 power, 2 apr)steel greatsword (22.5-36 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel waraxe (16-22.4 power, 3 apr)steel waraxe (16-22.4 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +5% fire A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +6 Mental save: +5 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
restorative pair of iron boots of evasion (10 def, 3 armour) restorative pair of iron boots of evasion (10 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 Fatigue: +2% Life regen: +1.50 Healing mod.: +12% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves (0 def, 1 armour) blighted rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes resistances: +5% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed iron helm of constitution (+3) (0 def, 3 armour) bladed iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 127.3 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +10 A cap made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 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 Chest Transmogrification ChestPowered 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. 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. |
Nimbusoracle the ash totem of thorny skin [power 27] (18 cooldown) Nimbusoracle the ash totem of thorny skin [power 27] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +6% lightning / +9% temporal It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Reddington the Higher Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 09:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Reddington the Higher Shadowblade level 14
64th Dusk 122nd year of Ascendancy at 09:59 see stats
That was close
Killed your target while having only 1 life left.By Reddington the Higher Shadowblade level 14
49th Dusk 122nd year of Ascendancy at 06:09 see stats
The Arena
Unlocked Arena mode.By Reddington the Higher Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 09:44 see stats
Log
Reddington uses Flurry.
Reddington misses Something.
Reddington misses Something.
Reddington misses Something.
Reddington misses Something.
Reddington damages herself through Martyrdom!
Reddington steals life from Something!
Something hits Reddington for 2 physical, 0 acid, 0 lightning, 5 light, 3 physical, 1 blight, 0 fire, 0 lightning, 5 light (20 total damage).
Reddington hits Something for 13 physical, 6 acid, 4 lightning, 20 physical, 7 blight, 3 fire, 4 lightning (61 total damage).
Reddington damages herself through Martyrdom!
Numbing Poison from Thief hits Reddington for 7 nature damage.
Something hits Reddington for 0 fire damage.
Reddington resists the mind attack!
Reddington is poisoned!
Something misses Reddington.
Something misses Reddington.
Something misses Reddington.
Something misses Reddington.
Reddington damages herself through Martyrdom!
Reddington hits Something for 10 acid, 3 light, 6 temporal (20 total damage).
Reddington hits Something for 10 acid, 3 light, 6 temporal (20 total damage).
Something hits Reddington for 7 physical, 1 acid, 0 light, 0 temporal (10 total damage).
Something hits Reddington for 12 physical, 1 mind, 1 acid, 0 light, 0 temporal (17 total damage).
Reddington casts Rune: Manasurge.
Your nonexistant mana regeneration rate is unaffected by the rune.
Reddington has temporarily forgotten Switch Place!
Reddington has temporarily forgotten Phase Door!
Reddington has temporarily forgotten Shadowstep!
Saving game...
