












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 17 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 3 on the 75th Pyre 122nd year of Ascendancy at 19:38 0 / 6Killed by elven mage at level 5 on the 78th Pyre 122nd year of Ascendancy at 04:06 Killed by Rhaloren Inquisitor at level 6 on the 2nd Mirth 122nd year of Ascendancy at 02:08 Killed by war hound at level 16 on the 77th Dusk 122nd year of Ascendancy at 14:11 Killed by Beloribeth the brown bear at level 17 on the 79th Dusk 122nd year of Ascendancy at 01:27 Killed by Beloribeth the brown bear at level 17 on the 79th Dusk 122nd year of Ascendancy at 02:47 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 59 (base 36) |
| Constitution | 15 (base 10) |
| Magic | 28 (base 16) |
| Willpower | 14 (base 11) |
| Cunning | 58 (base 35) |
Resources
| Life | -118/437 |
| Mana | 174/216 |
| Stamina | 40/48 |
| Healing Factor | 1.1705405405405 |
| Regeneration | 36.53257027027 |
Speed
| Mental | +23.230554156548% |
| Attack | 0% |
| Movement | +10% |
| Spell | +11.374789816613% |
| Global | +65.925305096179% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 0.81 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 47 |
| Crit Chance | 30% |
| APR | 14 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 15% |
| Speed | 0.89786925896477 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 19 (68.311688311688%) |
| Defense | 50 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 20 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Cold | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 16%( 70%) |
| Fire | + 29%( 70%) |
| Mind | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 115 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 669% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| 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 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Blade Flurry |
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The target is encased in thorny vines, dealing 16 nature damage each turn and reducing its speed by 22%. Thorn Grab |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 28.96 life per turn. Regeneration |
| beneficial effect | Reduces all incoming fire, cold, light, arcane damage by 23. Thermal Psionic Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned and sick, doing 41.76 nature damage per turn. Each time it tries to use a talent there is 9% chance of failure. Crippling Poison |
| detrimental effect | The target is poisoned, taking 145.08 nature damage per turn. Poison |
| beneficial effect | The target is recovering 14 life each turn. Recovery |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 16 damage from the next 2.7 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by rattlesnake. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | 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 Horned Horror. * 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 |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
| On feet | Xeronne the pair of hardened leather boots (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+4 eff.) Fatigue: +3% Changes stats: +1 Dex / +3 Cun / +2 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Dourslicer the quiver of ash arrows (20/20, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +15 fire / +4 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 darkness / +11 fire Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Duvugar'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +12% temporal / +6% mind Mental save: +6 (+3 eff.) Blindness immunity: +10% Only die when reaching: -40.00 life Light radius: +2 See stealth: +6 See invisible: +7 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. |
| On head | miner's rough leather cap of strength (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str Infravision radius: +2 A cap made of leather. |
| On hands | Hettolathandur the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex / +2 Cun Changes resistances: +3% nature Mental save: +12 (+6 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ce'Numira the iron torque of thermal psionic shield [power 23] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% cold Teleport immunity: +10% See invisible: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 22 light Changes stats: +5 Cun / +5 Dex Rings can have magical properties. |
| On fingers | savior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Physical save: +7 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | wanderer's steel amulet of dexterity (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +7 Dex / +3 Cun / +3 Con Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | arcing steel dagger of massacre (18.5-24.05 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 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. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Malysarath the cured leather armour (6 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +5 Dex Changes resistances: +9% mind / +19% fire Changes resistances penetration: +5% mind Changes damage: +6% blight Life regen: +1.70 Maximum life: +51.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Lisewen the stralite amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% physical Changes damage: +10% blight / +10% fire Critical mult.: +14.00% Mental save: +9 (+5 eff.) Blindness immunity: +5% Poison immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Teleport immunity: +65% Spellpower: +9 (+5 eff.) Mindpower: +7 (+4 eff.) It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Branekalthodir the StokewritherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances penetration: +20% darkness Changes damage: +27% fire Mental save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.flaming steel battleaxe of massacre (28-42 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Bleaknaught (57.5-86.25 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn * Slows global speed by 40% Damage (Melee): +7 darkness Damage against: +13% Living When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 darkness Changes resistances: +3% temporal Massive two-handed mauls. |
ash longbow 'Xanuriamira'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +3.0% Changes stats: +2 Con Changes resistances: +5% arcane / +3% lightning Mental save: +6 (+3 eff.) Poison immunity: +15% Stamina each turn: +0.20 Resist all after a teleport: +4% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Uranarigoran (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to cause random gloom On weapon crit: * cripple the target Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% blight / +15% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite longsword 'Isith' (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+3 eff.) Maximum psi: +40.00 Mindpower: +12 (+6 eff.) Sharp, long, and deadly. |
Aerilaith the ShadowwilderRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +2 darkness Burst (radius 2) on crit: +6 nature When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% darkness / +3% nature Changes resistances penetration: +10% physical Changes damage: +3% darkness Slings are used to hurl stones or metal shots at your foes. |
Glorolravena the SuntrialRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +5% mind / +11% physical Changes damage: +10% physical Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Zerikan the TempestvaultRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +20% acid Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Baloradrador'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes resistances penetration: +13% physical Changes damage: +10% physical Grants telepathy: Demon/Minor Demon/Major Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood vilestaff 'Adyrana' (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% lightning Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Blindness immunity: +10% Stun/Freeze immunity: +10% Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
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. |
This item will automatically be transmogrified when you leave the level.insulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Physical save: +5 (+4 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
dreamer's woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% acid / +10% physical / +14% darkness / +12% fire / +10% mind / +10% cold Changes damage: +6% acid / +5% physical / +7% cold / +5% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +25 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodotar (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Life regen: +0.80 Stamina each turn: +0.40 Maximum stamina: +25.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 49% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level.Zanokath the Boltpower (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes resistances: +9% lightning / +6% cold / +6% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +27 Physical save: +8 (+6 eff.) Pinning immunity: +25% Knockback immunity: +15% A pair of boots made of leather. |
Eilinussra (4 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +16 (+5 eff.) Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning / +9% physical A pointy cloth hat, very wizardly... |
Flamehack (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% light Changes resistances penetration: +25% fire Changes damage: +3% light / +21% fire Mindpower: +4 (+2 eff.) A cap made of leather. |
Lightspawn (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun Changes resistances: +22% lightning Changes damage: +15% lightning / +24% light Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
Zanodohad the Shineraider (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +12% light Changes damage: +9% mind / +9% light Mental save: +3 (+2 eff.) Mental crit. chance: +5% Infravision radius: +2 A cap made of leather. |
rough leather cap of strength (+2) (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: +2 Str A cap made of leather. |
Zubodhenne the Flashwinter (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +18% lightning / +12% fire Changes resistances penetration: +10% light Changes damage: +9% light A suit of armour made of leather. |
duelist's cured leather armour of Eyal (5 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +7% Changes stats: +6 Cun / +4 Dex Life regen: +1.50 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of leather. |
hardened leather armour 'Windquill' (3 def, 13 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 5 fire Damage when hit (Melee): 12 physical Changes resistances: +12% physical / +13% fire / +6% nature / +3% temporal Critical mult.: +11.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
reinforced leather armour 'Flowerwreck' (10 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +7 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex Changes resistances penetration: +20% nature Life regen: +2.70 Stamina each turn: +1.70 A suit of armour made of leather. |
troll-hide rough leather armour of Eyal (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +4.20 Maximum life: +76.00 Healing mod.: +21% A suit of armour made of leather. |
psychokinetic quiver of ash arrows of accuracy (21/21, 18-25.2 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +23 physical Arrows are used with bows to pierce your foes to death. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunabers the Lustrequencher (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str Changes resistances: +3% acid / +12% temporal / +11% nature / +3% light Changes damage: +6% nature Cut immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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 (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. |
quick steel torque of charged psionic shield [power 37] (20/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 37 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Naturekill the ash totem of cure ailments [power 2] (20/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 12 nature Changes stats: +3 Str Physical save: +15 (+9 eff.) Life regen: +0.60 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration 'Rhuzilatir' [power 217] (20/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +2 Mag Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Infravision radius: +3 It can be used to fire a bolt of a random element with (base) damage 108 to 217, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Emily the Shalore Shadowblade level 17
79th Dusk 122nd year of Ascendancy at 01:21 see stats
Level 10
Got a character to level 10.By Emily the Shalore Shadowblade level 10
2nd Dusk 122nd year of Ascendancy at 15:03 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Emily the Shalore Shadowblade level 12
12nd Dusk 122nd year of Ascendancy at 18:25 see stats
The secret city
Discovered the truth about mages.By Emily the Shalore Shadowblade level 9
8th Flare 122nd year of Ascendancy at 05:04 see stats
Log
Emily steals life from Bloated ooze!
Emily steals life from Beloribeth the brown bear!
Beloribeth the brown bear shares damage with his oozes!
Emily hits Bloated ooze for 61 physical damage.
Emily hits Bloated ooze for 57 lightning damage.
Emily hits Beloribeth the brown bear for 10 blight, 8 fire (18 total damage).
Blade Flurry hits Beloribeth the brown bear for 50 physical, 5 lightning, 25 light, 0 arcane, 12 darkness, 33 physical, 5 blight, 2 fire, 12 light, 0 arcane, 6 darkness (150 total damage).
Beloribeth the brown bear hits Emily for 4 arcane, 4 arcane (8 total damage).
Beloribeth the brown bear is invigorated by the attack!
Emily killed Bloated ooze!
Emily killed Bloated ooze!
Beloribeth the brown bear shares damage with his oozes!
Burning from Emily hits Beloribeth the brown bear for 1 fire damage.
Beloribeth the brown bear uses Slime Spit.
Emily is recovering from the damage!
Beloribeth the brown bear's Slime Spit hits Emily for 159 nature damage.
Emily's attacks are less focused.
Emily receives 16 healing.
Poison from Beloribeth the brown bear hits Emily for 121 nature damage.
Thorn Grab from Beloribeth the brown bear hits Emily for 15 nature damage.
Beloribeth the brown bear is invigorated by the attack!
Beloribeth the brown bear shares damage with his oozes!
Burning from Emily hits Beloribeth the brown bear for 1 fire damage.
Emily uses Ce'Numira the iron torque of thermal psionic shield!
Beloribeth the brown bear releases poisonous spores at Emily.
Beloribeth the brown bear's mind surges with critical power!
Emily is poisoned!
Emily shrugs off the critical damage!
Saving game...













































































































