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 | 23 / 95% |
Size | medium |
Lifes / Deaths | Killed by Lhadie the shalore at level 2 on the 4th Dusk 122nd year of Ascendancy at 06:35 0 / 6Killed by war hound at level 14 on the 66th Dusk 122nd year of Ascendancy at 13:49 Killed by Beekobo the thalore at level 15 on the 5th Haze 122nd year of Ascendancy at 13:28 Killed by Aeruwe the bandit at level 23 on the 15th Regrowth 123rd year of Ascendancy at 10:51 Killed by Aeruwe the bandit at level 23 on the 15th Regrowth 123rd year of Ascendancy at 12:58 Killed by luminous horror at level 23 on the 19th Regrowth 123rd year of Ascendancy at 09:38 |
Primary Stats
Strength | 22 (base 16) |
Dexterity | 46 (base 33) |
Constitution | 10 (base 10) |
Magic | 48 (base 37) |
Willpower | 33 (base 17) |
Cunning | 40 (base 28) |
Resources
Life | -38/487 |
Mana | 89/177 |
Stamina | 154/176 |
Healing Factor | 1.3 |
Regeneration | 0.325 |
Speed
Mental | +13.730253703435% |
Attack | 0% |
Movement | 0% |
Spell | +13.730253703435% |
Global | +145% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 31.719706428051 |
See Invisible | 31.719706428051 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 70 |
Accuracy | 48 |
Crit Chance | 34% |
APR | 21 |
Speed | 0.88 |
Offense: Offhand
Damage | 36 |
Accuracy | 48 |
Crit Chance | 30% |
APR | 19 |
Speed | 0.88 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 10% |
Speed | 0.87927351556571 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +3% |
Arcane | +12% |
Cold | +12% |
All | 0% |
Lightning | +12% |
Light | +9% |
Physical | +6% |
Fire | +12% |
Nature | +4% |
Offense: Damage Penetration
Darkness | +5% |
Acid | +20% |
Defense: Base
Armour (hardiness) | 15 (62.71954674221%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 24 |
Mental Save | 22 |
Defense: Resistances
Nature | + 40%( 70%) |
Acid | + 26%( 70%) |
Cold | + 40%( 70%) |
Darkness | + 21%( 70%) |
Blight | + 38%( 70%) |
Physical | + 24%( 70%) |
Mind | + 21%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 19% 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 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: 22 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 784% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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 |
| 5/5 |
Technique / Duelist | 1.20 |
| 1/5 |
| 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 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Essence of Speed |
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is surrounded by a space distortion that randomly sends (50% chance) incoming damage to another target (luminous horror). Absorbs 81/207 damage before it crumbles. Displacement Shield |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
beneficial effect | Parrying melee and ranged attacks: Has a 29% chance to deflect up to 15 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
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 failed to protect the injured seer from death by fire drake hatchling. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. 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 chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | 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! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lisuriada the Dimhack (18 def, 3 armour) Lisuriada the Dimhack (18 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +18 (+6 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 nature Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Stamina each turn: +0.50 Maximum stamina: +13.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | Sunbender the brass lantern Sunbender the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 light Changes resistances penetration: +20% acid Changes damage: +9% light / +9% acid Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Yvurira (0 def, 5 armour) Yvurira (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Fatigue: +1% Changes stats: +4 Wil Changes resistances: +6% cold Changes damage: +6% physical Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
On hands | Aerussra (0 def, 1 armour) Aerussra (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 nature Changes resistances: +6% nature / +9% acid Changes damage: +4% nature Critical mult.: +6.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | tentacled elm totem of cure ailments [power 1] (9 cooldown) tentacled elm totem of cure ailments [power 1] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Rings can have magical properties. |
Around neck | copper amulet 'Splendourkiss' copper amulet 'Splendourkiss'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Light radius: +2 Amulets can have magical properties. |
In main hand | hateful voratun dagger (38-49.4 power, 9 apr) hateful voratun dagger (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living 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 | balanced dwarven-steel dagger of massacre (21.5-27.95 power, 7 apr) balanced dwarven-steel dagger of massacre (21.5-27.95 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 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% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+1 eff.) Disarm immunity: +20% Sharp, short and deadly. |
Cloak | Erelunarichik the linen cloak (1 def, 0 armour) Erelunarichik the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 mind / 8 blight Changes stats: +2 Wil / +1 Mag Changes resistances: +3% mind / +3% blight Changes damage: +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | marauder's hardened leather armour of the hero (7 def, 6 armour) marauder's hardened leather armour of the hero (7 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +8% Changes stats: +6 Str / +9 Dex / +3 Mag / +5 Wil / +5 Cun Physical save: +6 (+4 eff.) Maximum life: +34.00 A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (+11 for 9 turns, die at -500) heroism infusion of the wizard (+11 for 9 turns, die at -500)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -500 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns) Rune of the Rift (282.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Inflicts 282.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Crackleravage CrackleravageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +15% acid / +12% fire / +15% cold / +6% lightning Amulets can have magical properties. |
titan's gold ring of tenacity titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+5 eff.) Disarm immunity: +36% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +24.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. yew magestaff of fate (20-24 power, 4 apr, cold element)yew magestaff of fate (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +5 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +5 (+3 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Brenahor the MiretitanBrenahor the Miretitan Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 16 mind Changes resistances: +9% mind Changes resistances penetration: +20% nature / +20% mind Changes damage: +9% nature Spell save: +9 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Brightbrawn the pair of hardened leather boots (0 def, 3 armour) Brightbrawn the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Cun / +3 Con Changes resistances: +9% light Changes damage: +12% light Physical save: +19 (+11 eff.) Mental save: +16 (+8 eff.) Infravision radius: +3 A pair of boots made of leather. |
Burnclash the hardened leather cap (0 def, 3 armour) Burnclash the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 arcane / 20 fire Changes resistances: +10% nature Changes resistances penetration: +10% fire Changes damage: +6% arcane Spell save: +6 (+3 eff.) Maximum life: +61.00 Healing mod.: +13% A cap made of leather. |
Deepsquick the rough leather cap (3 def, 5 armour) Deepsquick the rough leather cap (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 darkness Changes damage: +6% darkness / +12% physical Physical save: +11 (+7 eff.) A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
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. |
onyx 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. 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. |
quartz 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. |
Achievements
By radingdong the Cornac Shadowblade level 8
19th Dusk 122nd year of Ascendancy at 20:23 see stats
By radingdong the Cornac Shadowblade level 21
7th Decay 122nd year of Ascendancy at 05:25 see stats
By radingdong the Cornac Shadowblade level 10
47th Dusk 122nd year of Ascendancy at 16:56 see stats
By radingdong the Cornac Shadowblade level 20
69th Haze 122nd year of Ascendancy at 22:28 see stats
By radingdong the Cornac Shadowblade level 18
26th Haze 122nd year of Ascendancy at 18:39 see stats
By radingdong the Cornac Shadowblade level 17
18th Haze 122nd year of Ascendancy at 20:05 see stats
By radingdong the Cornac Shadowblade level 18
26th Haze 122nd year of Ascendancy at 18:49 see stats
By radingdong the Cornac Shadowblade level 14
79th Dusk 122nd year of Ascendancy at 03:41 see stats
By radingdong the Cornac Shadowblade level 17
18th Haze 122nd year of Ascendancy at 08:17 see stats
Log
Luminous horror HEALS from fire damage!
radingdong hits Luminous horror for 0 fire, 13 healing, 15 cold, 15 lightning, 15 arcane, 0 fire, 1 cold, 1 lightning, 1 arcane, 0 fire, 1 cold, 1 lightning, 1 arcane, 0 fire, 2 healing, 3 cold, 3 lightning, 3 arcane, 0 fire, 10 healing, 13 cold, 13 lightning, 13 arcane, 0 fire, 1 cold, 1 lightning, 1 arcane, 0 fire, 2 healing, 3 cold, 3 lightning, 3 arcane (108 total damage) [26 healing].
Luminous horror misses radingdong.
Luminous horror casts Searing Light.
Radingdong's summoned tentacle hits Luminous horror for 24 physical damage.
Luminous horror hits radingdong for 86 light damage.
Luminous horror's light area effect hits radingdong for 42 light damage.
Radingdong uses Infusion: Wild.
Radingdong lessens the pain.
Devourer misses radingdong.
Luminous horror casts Searing Light.
radingdong teleports some damage to Luminous horror!
Radingdong's summoned tentacle hits Luminous horror for 23 physical damage.
Luminous horror hits radingdong for (58 teleported), 0 light (0 total damage).
Luminous horror hits Luminous horror for 58 teleported damage.
Radingdong is confused and fails to use Phase Door.
radingdong teleports some damage to Luminous horror!
Luminous horror's light area effect hits radingdong for (28 teleported), 0 light (0 total damage).
Luminous horror's light area effect hits Luminous horror for 28 teleported damage.
Luminous horror's light area effect hits Devourer for 42 light damage.
Bloated horror uses Mind Sear.
Bloated horror hits radingdong for 128 mind damage.
Bloated horror hits Luminous horror for 106 mind damage.
Devourer hits Radingdong's summoned tentacle for 30 physical damage.
Radingdong is confused and fails to use Phase Door.
Luminous horror casts Firebeam.
Saving game...