












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 31 / 52% |
| Size | small |
| Lifes / Deaths | Killed by arcane crystal at level 2 on the 75th Pyre 122nd year of Ascendancy at 05:49 0 / 8Killed by worm that walks at level 11 on the 2nd Dusk 122nd year of Ascendancy at 12:00 Killed by worm that walks at level 11 on the 2nd Dusk 122nd year of Ascendancy at 14:40 Killed by worm that walks at level 11 on the 2nd Dusk 122nd year of Ascendancy at 15:55 Killed by Emelyma the master vampire at level 21 on the 74th Haze 122nd year of Ascendancy at 09:33 Killed by Dozing Glikira at level 27 on the 6th Decay 122nd year of Ascendancy at 03:26 Killed by elven cultist at level 31 on the 2nd Regrowth 123rd year of Ascendancy at 11:50 Killed by elven corruptor at level 31 on the 2nd Regrowth 123rd year of Ascendancy at 22:08 |
Primary Stats
| Strength | 47 (base 27) |
| Dexterity | 61 (base 35) |
| Constitution | 50 (base 26) |
| Magic | 50 (base 33) |
| Willpower | 45 (base 23) |
| Cunning | 80 (base 21) |
Resources
| Life | -22/840 |
| Mana | 263/385 |
| Stamina | 288/288 |
| Healing Factor | 1.3227272727271 |
| Regeneration | 52.20986346255 |
Speed
| Mental | +6.13320267245% |
| Attack | 0% |
| Movement | +30% |
| Spell | +6.13320267245% |
| Global | +107% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 71 |
| Crit Chance | 104% |
| APR | 34 |
| Speed | 0.85 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 71 |
| Crit Chance | 97% |
| APR | 23 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 83% |
| Speed | 0.94221221523505 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +10% |
| Mind | +7% |
| Arcane | +12% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +29% |
| Physical | +19% |
| Fire | +20% |
| Arcane | +34% |
| Cold | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 42 (100%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 49 |
| Mental Save | 53 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 24%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 4 times. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| beneficial effect | The target's luck and cunning combine to grant it 52% higher critical chance and 52 saves. Halflings's Luck |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 60 defense. Evasion |
| beneficial effect | The target is enveloped in shadows gaining 27 spellpower and defense. Shadowguard |
| beneficial effect | The time distortion has created a restoration field, healing the target for 37 each turn. Temporal Restoration Field |
| beneficial effect | Increases defense by 18. Mobile Defense |
| beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 22 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target has 36 increased life regeneration. Recovery |
| beneficial effect | The target is surrounded by a space distortion that randomly sends (50% chance) incoming damage to another target (elven corruptor). Absorbs 264/264 damage before it crumbles. Displacement Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | 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 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Frostschism (13/13, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 When this weapon hits: Curse of Impotence (20% chance level 1). Damage (Ranged): +16 cold Damage (radius 1) on hit: +20 temporal / +8 mind / +8 cold Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Lisassra'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +13 Con / +3 Wil Changes damage: +7% mind Light radius: +4 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Polirath' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight Equilibrium when hit: +0.80 Psi when hit: +0.70 Hate when hit: +0.70 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| On hands | Poraseda (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 11 darkness Changes stats: +8 Str / +5 Dex / +6 Cun Changes resistances: +8% darkness / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +5% darkness Talent cooldown: Double Strike (-2 turns) Reduces incoming crit damage: 15.00% Physical save: +18 (+5 eff.) Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing steel torque of mindblast [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | GlimmerbearerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Wil Changes resistances: +12% arcane Changes resistances penetration: +20% light Changes damage: +12% arcane Reduces incoming crit damage: 15.00% Infravision radius: +2 Rings can have magical properties. |
| On fingers | sneakthief's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Damage (Melee): 12 light Damage (Ranged): 11 light Changes stats: +5 Dex / +2 Mag / +5 Cun Changes damage: +10% light Rings can have magical properties. |
| Around neck | VelythPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +6 Mag / +16 Cun / +5 Con Critical mult.: +15.00% Life regen: +3.00 Stamina each turn: +0.90 Equilibrium when hit: +0.04 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | rough leather belt 'Thunderbloom'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +10 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% physical Damage against: +17% Summoned Reduced damage from: +15% Summoned Maximum stamina: +30.00 A belt that goes around your waist. |
| In off hand | stralite dagger 'Zubutira' (29-37.7 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 29 Damage (Melee): +9 mind Damage (radius 2) on crit: +21 fire When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +7 Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +9% all / +11% fire Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Global speed: +7% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Noon's kiss' (8 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 2 cold Changes resistances: +15% temporal / +16% darkness / +6% light Changes resistances penetration: +15% cold Physical save: +7 (+2 eff.) Maximum life: +35.00 Light radius: +3 Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radhurab (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +6.0% Physical power: +13 (+4 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +4 Mag / +5 Wil Changes resistances: +15% lightning / +3% blight Disarm immunity: +20% Pinning immunity: +20% Spellpower: +12 (+4 eff.) Spell crit. chance: +6% Mindpower: +15 (+5 eff.) Mental crit. chance: +6% Healing mod.: +5% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion (speed 452%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 294; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced stralite battleaxe of erosion (43-64.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +48% Massive two-handed battleaxes. |
Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+4 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.elemental stralite greatmaul (56.5-84.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 98 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +17% lightning Changes damage: +21% lightning Massive two-handed mauls. |
warbringer's dwarven-steel greatsword of persecution (35-56 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +16% Unnatural When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +5 Wil / +5 Con Changes resistances penetration: +12% physical Disarm immunity: +22% Massive two-handed swords. |
Swampmortal the stralite longsword (30.5-42.7 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 56% On weapon crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances penetration: +15% mind Changes damage: +18% nature Psi when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Sharp, long, and deadly. |
stralite mace 'Leligen' (38-53.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +4 Dex / +5 Con Changes resistances: +3% acid / +4% physical / +6% mind / +6% temporal Cut immunity: +20% Life regen: +4.00 Maximum life: +20.00 Blunt and deadly. |
greater elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +16 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +9% darkness / +9% temporal Changes damage: +25% arcane Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% Staves designed for wielders of magic, by the greats of the art. |
elemental stralite waraxe of shearing (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 98 lightning damage (1/turn) When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +5% lightning / +6% all Changes damage: +24% lightning One-handed war axes. |
Silemitta the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +5 Wil / +4 Cun Changes resistances: +15% blight / +15% nature / +19% darkness / +5% arcane Changes resistances penetration: +13% darkness Changes damage: +15% darkness / +6% mind Reduces incoming crit damage: 15.00% Stealth bonus: +17 Life regen: +7.00 Mental crit. chance: +6% See invisible: +6 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.ancient silk robe of the mind (+17%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +17% mind / +13% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +16% temporal / +17% mind / +13% physical Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +5% blight / +11% all Changes damage: +9% nature Poison immunity: +25% Disease immunity: +22% Life regen: +3.10 Maximum life: +60.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature / 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +25% temporal Changes damage: +10% blight / +9% arcane Stamina when hit: +1.70 Equilibrium when hit: +1.00 Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 23, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
hardened leather cap 'Islirann' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +4 Mag Changes resistances: +14% light / +16% darkness Changes resistances penetration: +10% mind Equilibrium when hit: +0.08 Mental crit. chance: +5% Light radius: +2 See invisible: +12 A cap made of leather. |
Bogwinter the stralite mail armour (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 13 acid / 10 fire Damage when hit (Melee): 10 acid / 12 fire Changes resistances: +20% acid / +16% fire / +5% mind / +19% cold Changes damage: +30% nature / +6% blight Mental save: +12 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 14 acid / 9 fire Damage when hit (Melee): 9 acid / 8 fire Changes stats: +6 Str Changes resistances: +17% acid / +9% physical / +14% darkness / +15% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Critical mult.: +14.00% A suit of armour made of leather. |
Mayedheta the Snowspike (21/21, 62-86.8 power, 15 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 62.0 - 86.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +20 cold / +8 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
5 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. |
136 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. |
4 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. |
9 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 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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) Activation costs 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. |
4 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. |
3 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Flibberwiggle the Halfling Shadowblade level 27
8th Decay 122nd year of Ascendancy at 10:04 see stats
Against all odds
Killed Ukruk in the ambush.By Flibberwiggle the Halfling Shadowblade level 27
6th Decay 122nd year of Ascendancy at 05:25 see stats
Bringer of Doom
Killed a Bringer of Doom.By Flibberwiggle the Halfling Shadowblade level 16
21st Haze 122nd year of Ascendancy at 17:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Flibberwiggle the Halfling Shadowblade level 14
22nd Dusk 122nd year of Ascendancy at 07:21 see stats
Exterminator
Killed 1000 creatures.By Flibberwiggle the Halfling Shadowblade level 19
27th Haze 122nd year of Ascendancy at 11:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Flibberwiggle the Halfling Shadowblade level 21
49th Haze 122nd year of Ascendancy at 19:53 see stats
Level 10
Got a character to level 10.By Flibberwiggle the Halfling Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 21:38 see stats
Level 20
Got a character to level 20.By Flibberwiggle the Halfling Shadowblade level 20
42nd Haze 122nd year of Ascendancy at 10:19 see stats
Level 30
Got a character to level 30.By Flibberwiggle the Halfling Shadowblade level 30
7th Allure 123rd year of Ascendancy at 11:10 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Flibberwiggle the Halfling Shadowblade level 19
27th Haze 122nd year of Ascendancy at 21:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Flibberwiggle the Halfling Shadowblade level 16
65th Dusk 122nd year of Ascendancy at 06:30 see stats
The secret city
Discovered the truth about mages.By Flibberwiggle the Halfling Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 06:08 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Flibberwiggle the Halfling Shadowblade level 16
64th Dusk 122nd year of Ascendancy at 23:54 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Flibberwiggle the Halfling Shadowblade level 27
8th Decay 122nd year of Ascendancy at 06:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Flibberwiggle the Halfling Shadowblade level 19
31st Haze 122nd year of Ascendancy at 11:58 see stats
Unstoppable
Returned from the dead.By Flibberwiggle the Halfling Shadowblade level 31
2nd Regrowth 123rd year of Ascendancy at 11:50 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Flibberwiggle the Halfling Shadowblade level 25
5th Decay 122nd year of Ascendancy at 07:17 see stats
Log
Flibberwiggle killed Elven cultist!
Thunderstorm hits Flibberwiggle for 17 lightning damage.
Thunderstorm hits Flibberwiggle for 20 lightning damage.
Elven corruptor casts Soul Rot.
Flibberwiggle deflects the projectile from Elven corruptor to the southwest!
Flibberwiggle is no longer covered by shadows.
Flibberwiggle receives 49 healing from Temporal Restoration Field.
Elven corruptor casts Blood Grasp.
Flibberwiggle deflects the projectile from Elven corruptor to the southwest!
Thunderstorm hits Flibberwiggle for 17 lightning damage.
Something hits Flibberwiggle for 194 lightning damage.
Thunderstorm hits Flibberwiggle for 23 lightning damage.
Elven tempest casts Lightning.
Elven tempest's spell attains critical power!
Elven tempest hits Flibberwiggle for 260 lightning damage.
Flibberwiggle casts Displacement Shield.
The very fabric of space alters around Flibberwiggle.
Flibberwiggle's can be afflicted again.
Flibberwiggle receives 49 healing from Temporal Restoration Field.
Elven corruptor casts Blood Spray.
Elven corruptor hits Flibberwiggle for 149 blight damage.
Flibberwiggle the level 31 halfling shadowblade was tainted to death by an elven corruptor on level 4 of Dark crypt.
The fabric of space around Flibberwiggle stabilizes to normal.
Flibberwiggle has finished recovering.
Flibberwiggle deactivates Shadow Combat.
Flibberwiggle deactivates Shadow Feed.
Flibberwiggle is no longer evading attacks.
Flibberwiggle's fully exits the shadows.
Flibberwiggle's awareness returns to normal.




















































































































