Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 21 / 3% |
Size | medium |
Lifes / Deaths | Killed by Niainol the human at level 16 on the 41st Haze 122nd year of Ascendancy at 12:54 0 / 6Killed by Aniraoma the thalore at level 16 on the 41st Haze 122nd year of Ascendancy at 14:08 Killed by Mayobreldalle the giant blue ant at level 16 on the 61st Haze 122nd year of Ascendancy at 17:53 Killed by Isludavea the wolf at level 18 on the 66th Haze 122nd year of Ascendancy at 10:02 Killed by Salorin the green ooze at level 19 on the 2nd Decay 122nd year of Ascendancy at 09:17 Killed by Chaar the human at level 21 on the 10th Allure 123rd year of Ascendancy at 01:45 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 31 (base 31) |
Constitution | 17 (base 10) |
Magic | 35 (base 33) |
Willpower | 24 (base 15) |
Cunning | 40 (base 36) |
Resources
Life | -66/406 |
Mana | 17/339 |
Stamina | 107/135 |
Healing Factor | 1.5661497326203 |
Regeneration | 2.7407620320855 |
Speed
Mental | +13.73025370344% |
Attack | 0% |
Movement | 0% |
Spell | +13.73025370344% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 8 |
See Stealth | 41.719706428051 |
See Invisible | 38.719706428051 |
Offense: Mainhand
Damage | 40 |
Accuracy | 35 |
Crit Chance | 24% |
APR | 7 |
Speed | 0.88 |
Offense: Offhand
Damage | 18 |
Accuracy | 35 |
Crit Chance | 24% |
APR | 7 |
Speed | 0.88 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 10% |
Speed | 0.87927351556568 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Nature | +13% |
Fire | +11% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 28 (86.01246105919%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 35 |
Mental Save | 41 |
Defense: Resistances
Darkness | + 26%( 70%) |
Nature | + 60%( 70%) |
Blight | + 37%( 70%) |
Fire | + 43%( 70%) |
Cold | + 47%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 50% |
Blind Resistance | 27% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 81.55 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 75 |
beneficial effect | The target is recovering 15 life each turn. Recovery |
beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression |
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 |
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 grave | active |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+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 Minotaur. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Duskbreak the pair of rough leather boots (0 def, 6 armour) Duskbreak the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to blind Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Light radius: +1 Infravision radius: +2 A pair of boots made of leather. |
Light source | Scorpionprophet the brass lantern Scorpionprophet the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +20% nature Changes damage: +3% nature Physical save: +5 (+3 eff.) 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 | Meharathel (0 def, 5 armour) Meharathel (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +3% Changes stats: +4 Str Changes resistances: +13% cold Allows you to breathe in: water Critical mult.: +3.00% Only die when reaching: -40.00 life Infravision radius: +2 A cap made of leather. |
On hands | Mayylenor (9 def, 2 armour) Mayylenor (9 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Con Changes resistances: +6% fire Physical save: +12 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +35 (+11 eff.) Disarm immunity: +31% Life regen: +0.40 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Skyfury the dragonbone wand of conjuration [power 361] (3/9 cooldown) Skyfury the dragonbone wand of conjuration [power 361] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes damage: +6% acid It can be used to fire a bolt of a random element with (base) damage 180 to 361, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 11 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's gold ring of sensing savior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +10 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +27% Infravision radius: +4 See stealth: +10 See invisible: +7 Rings can have magical properties. |
On fingers | rogue's gold ring of fire (+22%) rogue's gold ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Around neck | restful gold amulet of healing restful gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.10 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | insidious dwarven-steel dagger of massacre (21-27.3 power, 7 apr) insidious dwarven-steel dagger of massacre (21-27.3 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, short and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | hateful dwarven-steel dagger of vileness (16.5-21.45 power, 7 apr) hateful dwarven-steel dagger of vileness (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to disease Damage (Melee): +14 blight / +6 darkness Damage against: +5% Living Sharp, short and deadly. |
Cloak | spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil / +1 Mag Spell save: +8 (+4 eff.) Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
shielding rune of the sneak (absorb 237 for 5 turns) shielding rune of the sneak (absorb 237 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
hateful stralite dagger of massacre (32.5-42.25 power, 9 apr) hateful stralite dagger of massacre (32.5-42.25 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 32.5 - 42.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +6% Living Sharp, short and deadly. |
stralite dagger of projection (30.5-39.65 power, 9 apr) stralite dagger of projection (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
thunderous stralite dagger (32-41.6 power, 9 apr) thunderous stralite dagger (32-41.6 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 32.0 - 41.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 4% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
linen cloak 'Shimmerbrawn' (1 def, 0 armour) linen cloak 'Shimmerbrawn' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +25% lightning Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 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 Focus 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Annulment (0/1) Rod of Annulment (0/1)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 27 power out of 4/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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 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. |
Achievements
By radingdong the Cornac Shadowblade level 20
4th Decay 122nd year of Ascendancy at 03:30 see stats
By radingdong the Cornac Shadowblade level 21
6th Allure 123rd year of Ascendancy at 20:21 see stats
By radingdong the Cornac Shadowblade level 19
68th Haze 122nd year of Ascendancy at 15:49 see stats
By radingdong the Cornac Shadowblade level 10
4th Dusk 122nd year of Ascendancy at 22:49 see stats
By radingdong the Cornac Shadowblade level 20
2nd Decay 122nd year of Ascendancy at 16:42 see stats
By radingdong the Cornac Shadowblade level 16
19th Haze 122nd year of Ascendancy at 15:44 see stats
By radingdong the Cornac Shadowblade level 14
8th Haze 122nd year of Ascendancy at 02:20 see stats
By radingdong the Cornac Shadowblade level 16
19th Haze 122nd year of Ascendancy at 19:27 see stats
By radingdong the Cornac Shadowblade level 16
30th Haze 122nd year of Ascendancy at 02:25 see stats
By radingdong the Cornac Shadowblade level 18
67th Haze 122nd year of Ascendancy at 16:28 see stats
Log
radingdong hits Chaar the human for (15 resist armour), 30 physical, (3 resist armour), 0 nature, (11 resist armour), 0 darkness, (15 resist armour), 3 physical, (12 resist armour), 0 blight, (5 resist armour), 0 darkness, (11 resist armour), 0 darkness (33 total damage).
Chaar the human throws two quick punches.
Chaar the human misses radingdong.
Radingdong resists the mind attack!
Chaar the human uses Psychic Lobotomy.
Chaar the human's mind surges with critical power!
Chaar the human shrugs off the effect 'Poison'!
Chaar the human hits radingdong for 52 physical, 6 arcane, 2 mind (60 total damage).
Grappling hits radingdong for 1 physical damage.
radingdong hits Chaar the human for (15 resist armour), 5 nature, (4 resist armour), 0 darkness, (8 resist armour), 0 acid, (3 resist armour), 0 nature (5 total damage).
Insidious Poison from Radingdong hits Chaar the human for (3 resist armour), 0 nature (0 total damage).
Poison from Radingdong hits Chaar the human for (8 resist armour), 0 nature (0 total damage).
Deadly Poison from Thlim the thalore hits radingdong for 12 nature damage.
Grappled from Chaar the human hits radingdong for 34 physical damage.
radingdong receives 23 healing.
You are unable to move!
Radingdong casts Congeal Time.
Radingdong casts Shadowstep.
You cannot do that currently.
radingdong aims his Rod of Annulment at Chaar the human!
Chaar the human's Gift of the Highborn is disrupted!
Chaar the human stops being poisoned.
Insidious Poison from Radingdong hits Chaar the human for (3 resist armour), 0 nature (0 total damage).
Chaar the human uses Clinch.
Chaar the human performs a melee critical strike against radingdong!
Radingdong resists the mind attack!
Radingdong resists the mind attack!
Chaar the human is poisoned!
Saving game...