Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 18 / 99% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 12) |
Dexterity | 48 (base 43) |
Constitution | 15 (base 10) |
Magic | 19 (base 13) |
Willpower | 22 (base 10) |
Cunning | 48 (base 38) |
Resources
Life | 413/413 |
Mana | 262/262 |
Stamina | 196/196 |
Healing Factor | 1.11 |
Regeneration | 0.7215 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 5 |
See Stealth | 7 |
See Invisible | 6 |
Stealth | 27.09045312015 |
Offense: Mainhand
Damage | 60 |
Accuracy | 53 |
Crit Chance | 40% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 53 |
Crit Chance | 41% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 22% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 4 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 34 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Dexterity 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 223 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Stealth |
talent | Chant of Fortitude |
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 must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+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 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 |
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. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 hardened leather boots of tirelessness (0 def, 3 armour) pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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 | grounding rough leather cap of dexterity (+3) (0 def, 1 armour) grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
On hands | temporal rough leather gloves (0 def, 1 armour) temporal 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): 7 temporal Damage (Ranged): 5 temporal Changes resistances: +6% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eye of the Dreaming One 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 (+5 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 80% 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. |
On fingers | Zelahek ZelahekPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Blindness immunity: +20% Life regen: +0.40 Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
On fingers | Morningreek the copper ring Morningreek the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 light Changes stats: +5 Cun / +4 Wil Changes resistances: +6% light Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around neck | Cuthygar the Spiderwither Cuthygar the SpiderwitherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +2 Con Changes resistances penetration: +10% mind Amulets can have magical properties. |
In main hand | Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | Zeryromigorn the rough leather belt Zeryromigorn the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes resistances penetration: +5% physical Maximum encumbrance: +30 Maximum life: +30.00 Maximum stamina: +5.00 A belt that goes around your waist. |
In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 66.76 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe of the mountain (+11%) (0 def, 0 armour) linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (466% speed; 5 turns) movement infusion of the psychic (466% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 19%; cure physical) wild infusion of the warrior (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure physical) wild infusion of the wizard (resist 12%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet 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. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Kufang the steel ring Kufang the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Maximum vim: +40.00 Spellpower: +8 (+4 eff.) Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 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. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.29 cold and 11.43 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring of arcana(+0.14/turn) steel ring of arcana(+0.14/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +23% Mana each turn: +0.14 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) 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 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. |
Penitence (15-18 power, 4 apr, fire element) Penitence (15-18 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to cure up to 3 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
earthen ash magestaff of fate (15-18 power, 3 apr, fire element) earthen ash magestaff of fate (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +4% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Salorawe SaloraweInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Mag Changes damage: +6% acid Maximum life: +47.00 Spell crit. chance: +5% 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: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.50 Maximum stamina: +10.00 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron gauntlets 'Ce'Nelevena' (0 def, 1 armour) iron gauntlets 'Ce'Nelevena' (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str Healing mod.: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of dexterity (+2) (0 def, 1 armour) umbral rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Dex Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
rough leather cap 'Eilineth' (0 def, 3 armour) rough leather cap 'Eilineth' (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: +1 Dex Grants telepathy: Humanoid/Orc Infravision radius: +3 A cap made of leather. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of the Brotherhood (1 def, 0 armour) shielding linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Mag / +1 Con Changes damage: +6% arcane Spell save: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
4 agate 4 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. |
5 aquamarine 5 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. |
6 opal 6 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
crystalomancer's iron pickaxe (dig speed 40 turns) crystalomancer's iron pickaxe (dig speed 40 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag Maximum mana: +21.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern 'Porowe' brass lantern 'Porowe'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Silence immunity: +15% Disarm immunity: +5% Maximum life: +40.00 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. |
nightwalker's brass lantern of the zealot nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +6 (+3 eff.) 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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 239/400. 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. |
quick elm totem of cure ailments [power 1] (8 cooldown) quick elm totem of cure ailments [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
11 ametrine 11 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. |
6 citrine 6 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. |
3 zircon 3 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
By Klennen Again the Shalore Shadowblade level 18
9th Allure 123rd year of Ascendancy at 08:19 see stats
By Klennen Again the Shalore Shadowblade level 18
59th Haze 122nd year of Ascendancy at 17:05 see stats
By Klennen Again the Shalore Shadowblade level 16
47th Haze 122nd year of Ascendancy at 13:57 see stats
By Klennen Again the Shalore Shadowblade level 10
7th Dusk 122nd year of Ascendancy at 11:13 see stats
By Klennen Again the Shalore Shadowblade level 16
13rd Haze 122nd year of Ascendancy at 19:25 see stats
By Klennen Again the Shalore Shadowblade level 6
5th Mirth 122nd year of Ascendancy at 14:54 see stats
By Klennen Again the Shalore Shadowblade level 16
22nd Haze 122nd year of Ascendancy at 09:07 see stats
By Klennen Again the Shalore Shadowblade level 11
33rd Dusk 122nd year of Ascendancy at 19:00 see stats
By Klennen Again the Shalore Shadowblade level 16
21st Haze 122nd year of Ascendancy at 05:19 see stats
By Klennen Again the Shalore Shadowblade level 16
49th Haze 122nd year of Ascendancy at 11:45 see stats
Log
Space around you starts to dissolve...
Klennen Again deactivates Stealth.
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Stealth is ready to use.
Klennen Again activates Stealth.
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 0.40 gold from the transmogrification of supercharged dwarven-steel torque of clear mind [power 3] (15 cooldown).
You gain 0.10 gold from the transmogrification of steel torque of charged psionic shield [power 45] (20 cooldown).
You gain 6.19 gold from the transmogrification of troll-hide cured leather armour of command (9 def, 7 armour).
You gain 0.97 gold from the transmogrification of cured leather armour of spell shielding (2 def, 4 armour).
You gain 0.35 gold from the transmogrification of pair of dwarven-steel boots (0 def, 4 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (15-21 power, 3 apr).
You gain 2.63 gold from the transmogrification of earthen ash vilestaff of might (15-18 power, 3 apr, acid element).
You gain 0.50 gold from the transmogrification of vined mindstar (5.5-6.05 power, 18 apr, nature damage).
You gain 1.28 gold from the transmogrification of flaming steel longsword (13.5-18.9 power, 3 apr).
You gain 1.55 gold from the transmogrification of fungal yew longbow.
You gain 0.50 gold from the transmogrification of steel greatsword (21-33.6 power, 2 apr).
You gain 4.48 gold from the transmogrification of balanced dwarven-steel dagger of paradox (17.5-22.75 power, 7 apr).
You gain 0.89 gold from the transmogrification of regeneration infusion (heal 132 over 5 turns).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Klennen Again deactivates Stealth.
Klennen Again deactivates Chant of Fortitude.