










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 23 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Felonnne the human at level 5 on the 2nd Mirth 122nd year of Ascendancy at 12:13 0 / 7Killed by Isleldana the wolf at level 8 on the 3rd Summertide 122nd year of Ascendancy at 05:05 Killed by Gludamina the giant ice ant at level 14 on the 48th Dusk 122nd year of Ascendancy at 01:44 Killed by Layeyavea the gigantic gravity worm at level 16 on the 60th Dusk 122nd year of Ascendancy at 14:29 Killed by luminous horror at level 20 on the 64th Haze 122nd year of Ascendancy at 17:44 Killed by Elalena the cave bear at level 22 on the 25th Pyre 123rd year of Ascendancy at 02:45 Killed by skeleton master archer at level 23 on the 55th Pyre 123rd year of Ascendancy at 18:13 |
Primary Stats
| Strength | 46 (base 10) |
| Dexterity | 98 (base 53) |
| Constitution | 17 (base 10) |
| Magic | 22 (base 13) |
| Willpower | 25 (base 10) |
| Cunning | 66 (base 45) |
Resources
| Life | -112/589 |
| Mana | 2/307 |
| Stamina | 6/138 |
| Healing Factor | 1.2061497326203 |
| Regeneration | 5.6085962566847 |
Speed
| Mental | +3.01653630957% |
| Attack | 0% |
| Movement | -50% |
| Spell | +3.01653630957% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Stealth | 14 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 63 |
| Crit Chance | 48% |
| APR | 14 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 63 |
| Crit Chance | 48% |
| APR | 14 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 20% |
| Speed | 0.97071794085073 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +6% |
| Physical | +16% |
| Fire | +11% |
| All | +2% |
Offense: Damage Penetration
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 14 (62.71954674221%) |
| Defense | 55 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 21 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 17.76 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 456 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Duelist | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Shadow Combat |
| talent | Shadow Feed |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 27 damage from the next 1.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 159. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of voratun boots 'Tarrazilakath' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +4 Cun / +5 Con Changes resistances penetration: +25% physical Critical mult.: +15.00% Physical save: +18 (+9 eff.) Mental save: +20 (+7 eff.) Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Scorchreign the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +1% physical Changes damage: +9% fire Mental save: +12 (+4 eff.) Blindness immunity: +5% Stun/Freeze immunity: +25% Teleport immunity: +15% Light radius: +4 See stealth: +14 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | rough leather cap of strength (+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 Str A cap made of leather. |
| On hands | corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | wizard's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +3 Cun / +3 Mag Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | voratun amulet 'Glitterborn'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -7% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 light Changes stats: +4 Str / +7 Dex / +10 Wil Changes resistances: +12% fire / +3% temporal Changes damage: +9% physical Life regen: +4.40 Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
| In main hand | acidic stralite dagger of daylight (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +8 light Damage against: +12% Undead Sharp, short and deadly. |
| Around waist | noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +7 Lck Reduced damage from: +27% Summoned Trap disarming bonus: +5 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | quick stralite dagger of massacre (34.5-44.85 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
| Cloak | Oakstrider (1 def, 0 armour) =Con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +2 Con Changes resistances: +3% physical Blindness immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked reinforced leather armour of the hero (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes stats: +7 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun Maximum life: +41.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.teleportation rune of the sneak (range 109) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Cunning stat. 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. |
cleansing copper amulet of constitution (+3) =Con=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% nature / +12% blight Poison immunity: +20% Disease immunity: +22% Amulets can have magical properties. |
Glyldathra =Con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Cun / +3 Con Spell save: +12 (+6 eff.) Only die when reaching: -40.00 life Maximum stamina: +13.00 Healing mod.: +15% Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel dagger of massacre (22-28.6 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Cracklepain (21.5-34.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +8 physical Burst (radius 1) on hit: +8 physical When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 physical Physical save: +6 (+3 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword (35.5-56.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +12 (+4 eff.) Disarm immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.manaburning dwarven-steel mace of erosion (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (Melee): +7 temporal / +9 nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thorny mindstar 'Malasus' (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind / 5 darkness Changes stats: +4 Cun / +5 Con Changes damage: +7% mind / +4% darkness Reduces incoming crit damage: 15.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+4 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level.steady hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Changes damage: +12% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glolaith (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 16 mind Changes damage: +6% mind Grants telepathy: Dragon Life regen: +1.10 Stamina each turn: +0.90 Maximum stamina: +30.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Skin of Many (12 def, 6 armour) =Con=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
205 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Voraldatira'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Wil / +1 Cun / +2 Con Changes resistances: +12% mind Changes damage: +12% mind Light radius: +2 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
This item will automatically be transmogrified when you leave the level.insidious pouch of dwarven-steel shots of erosion (19/19, 33-39.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +10 insidious poison / +10 temporal / +7 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.dwarven-steel torque of charged psionic shield [power 63] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Hex the Skeleton Shadowblade level 22
25th Pyre 123rd year of Ascendancy at 03:09 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hex the Skeleton Shadowblade level 21
34th Regrowth 123rd year of Ascendancy at 02:59 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Hex the Skeleton Shadowblade level 23
33rd Pyre 123rd year of Ascendancy at 16:15 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hex the Skeleton Shadowblade level 16
60th Dusk 122nd year of Ascendancy at 02:09 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hex the Skeleton Shadowblade level 21
65th Haze 122nd year of Ascendancy at 02:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hex the Skeleton Shadowblade level 10
1st Flare 122nd year of Ascendancy at 02:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hex the Skeleton Shadowblade level 20
15th Haze 122nd year of Ascendancy at 23:56 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hex the Skeleton Shadowblade level 20
26th Haze 122nd year of Ascendancy at 09:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hex the Skeleton Shadowblade level 18
79th Dusk 122nd year of Ascendancy at 06:11 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hex the Skeleton Shadowblade level 10
4th Flare 122nd year of Ascendancy at 06:42 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hex the Skeleton Shadowblade level 20
35th Haze 122nd year of Ascendancy at 13:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hex the Skeleton Shadowblade level 10
8th Flare 122nd year of Ascendancy at 08:47 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hex the Skeleton Shadowblade level 20
34th Haze 122nd year of Ascendancy at 21:48 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hex the Skeleton Shadowblade level 23
34th Pyre 123rd year of Ascendancy at 13:43 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hex the Skeleton Shadowblade level 17
67th Dusk 122nd year of Ascendancy at 11:27 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Hex the Skeleton Shadowblade level 22
25th Pyre 123rd year of Ascendancy at 02:45 see stats
Log
Weaver young misses Hex.
Bleeding from Hex hits Weaver young for 2 physical damage.
Skeleton warrior misses Hex.
Hex performs a melee critical strike against Skeleton warrior!
Skeleton warrior is covered in acid!
Hex performs a melee critical strike against Skeleton warrior!
Hex hits Skeleton warrior for (82 absorbed), 0 physical, (2 absorbed), 0 acid, (3 absorbed), 0 light, (2 absorbed), 0 acid, 0 arcane, (1 absorbed), 0 physical, (83 absorbed), 0 physical, (2 absorbed), 0 acid, 0 arcane, (1 absorbed), 0 physical (0 total damage).
Storm drake breathes lightning!
The shield around skeleton warrior crumbles.
Storm drake hits Skeleton warrior for (17 absorbed), 195 lightning (195 total damage).
Storm drake hits Skeleton master archer for 177 lightning damage.
Storm drake hits Storm drake hatchling for 0 lightning damage.
Storm drake hits Hex for 177 lightning damage.
Storm drake hits Orc master assassin for 177 lightning damage.
Storm drake hits Weaver young for 177 lightning damage.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Skeleton master archer shoots!
Hex speeds up.
Skeleton master archer's Shoot hits Hex for 152 physical, 11 temporal, 14 nature, 2 physical (179 total damage).
Acid Splash from Hex hits Skeleton warrior for 3 acid damage.
Hex uses Flurry.
Hex performs a melee critical strike against Skeleton warrior!
Hex performs a melee critical strike against Skeleton warrior!
Hex hits Skeleton warrior for 52 physical, 3 acid, 4 light, 3 acid, 0 arcane, 1 physical, 42 physical, 3 acid, 0 arcane, 1 physical, 51 physical, 3 acid, 4 light, 3 acid, 0 arcane, 1 physical, 75 physical, 3 acid, 0 arcane, 1 physical, 96 physical, 3 acid, 4 light, 3 acid, 0 arcane, 1 physical, 34 physical, 3 acid, 0 arcane, 1 physical (393 total damage).
Skeleton warrior misses Hex.
Skeleton master archer shoots!
Saving game...
































































































