











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 9 / 26% |
| Size | small |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 30 (base 24) |
| Constitution | 11 (base 10) |
| Magic | 13 (base 13) |
| Willpower | 10 (base 10) |
| Cunning | 29 (base 26) |
Resources
| Life | 223/223 |
| Mana | 78/78 |
| Stamina | 114/114 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 0.25207182320443 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +3.0165363095713% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 36.003878189685 |
| See Invisible | 36.003878189685 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 44 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 8% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +6% |
| Physical | +3% |
| Mind | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +5% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (59.670658682635%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 8 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Temporal | + 11%( 70%) |
| Lightning | + 33%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Chant of Fortress |
| talent | Shadow Feed |
| talent | Shadow Combat |
| beneficial effect | Parrying melee and ranged attacks: Has a 30% chance to deflect up to 8 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Equipment
| On feet | 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 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | Unrabar (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes resistances: +16% lightning / +6% acid Changes resistances penetration: +5% mind Changes damage: +11% lightning / +3% mind A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Sundash' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Changes resistances: +6% cold Changes resistances penetration: +5% light Changes damage: +6% light / +3% nature Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +3% physical 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. |
| Around waist | grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
| In main hand | flaming steel dagger of paradox (11-14.3 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal Damage (radius 1) on hit: +5 fire When wielded/worn: Changes resistances: +5% temporal Sharp, short and deadly. |
| Main armor | rough leather armour 'Boltprophet' (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +9% acid / +16% cold / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning A suit of armour made of leather. |
| In off hand | hateful iron dagger of erosion (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness / +6 nature Damage against: +6% Living Sharp, short and deadly. |
| Cloak | Glynor (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +6% acid / +3% lightning Physical save: +6 (+3 eff.) Poison immunity: +20% Pinning immunity: +20% Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
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 (+4 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. |
3 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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 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 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. |
2 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. |
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
Log
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 3.00 gold from the transmogrification of Coral Spray (8 def, 8 armour, 48 block).
You gain 6.42 gold from the transmogrification of Blindravage the iron plate armour (0 def, 7 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (3 def, 2 armour).
You gain 0.43 gold from the transmogrification of stabilizing rough leather cap (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron helm (0 def, 3 armour).
You gain 0.94 gold from the transmogrification of insulating rough leather cap of constitution (+2) (0 def, 1 armour).
You gain 3.71 gold from the transmogrification of thought-forged iron waraxe of vileness (11-15.4 power, 2 apr).
You gain 3.39 gold from the transmogrification of shimmering elm magestaff of warding (10-12 power, 2 apr, fire element).
You gain 7.23 gold from the transmogrification of elm magestaff 'Vorileth' (10-12 power, 2 apr, arcane element).
You gain 0.25 gold from the transmogrification of elm magestaff (10-12 power, 2 apr, lightning element).
You gain 5.26 gold from the transmogrification of cruel elm starstaff of channeling (10-12 power, 2 apr, physical element).
You gain 1.19 gold from the transmogrification of gifted mossy mindstar of balance (3-3.3 power, 12 apr, mind damage).
You gain 2.32 gold from the transmogrification of creative mossy mindstar of resolve (2.5-2.75 power, 12 apr, mind damage).
You gain 2.47 gold from the transmogrification of balanced iron longsword (11-15.4 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (16.5-24.75 power, 1 apr).
You gain 0.95 gold from the transmogrification of flaming iron dagger (10-13 power, 5 apr).
You gain 1.66 gold from the transmogrification of acid wave rune of the sneak (damage 96; dur 4; cd 19).
There is a Ruins of Kor'Pul 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.
Dead deactivates Shadow Feed.
Dead deactivates Chant of Fortress.
Dead deactivates Shadow Combat.






































































