Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 29 / 48% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 14 on the 13rd Haze 122nd year of Ascendancy at 04:41 0 / 8Killed by elven blood mage at level 15 on the 13rd Haze 122nd year of Ascendancy at 16:08 Killed by Bandit Leader Zuberithra at level 19 on the 73rd Haze 122nd year of Ascendancy at 20:57 Killed by multi-hued crystal at level 20 on the 75th Haze 122nd year of Ascendancy at 02:28 Killed by kage'radish's Inner Demon at level 22 on the 30th Regrowth 123rd year of Ascendancy at 08:56 Killed by Betyvena the giant spider at level 24 on the 62nd Regrowth 123rd year of Ascendancy at 06:49 Killed by Vorytha the ghoulking at level 25 on the 63rd Regrowth 123rd year of Ascendancy at 12:10 Killed by Bethokira the greater telugoroth at level 29 on the 2nd Pyre 123rd year of Ascendancy at 14:32 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 60 (base 38) |
Constitution | 27 (base 17) |
Magic | 80 (base 48) |
Willpower | 19 (base 10) |
Cunning | 53 (base 33) |
Resources
Life | -236/662 |
Mana | 213/313 |
Stamina | 186/206 |
Healing Factor | 1.2586945338482 |
Regeneration | 14.160313505792 |
Speed
Mental | -1.9984014443253E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -1.9984014443253E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 34.470023594311 |
See Invisible | 34.470023594311 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 61 |
Accuracy | 77 |
Crit Chance | 37% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 77 |
Crit Chance | 41% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Lightning | +35% |
Light | +23% |
Temporal | +5% |
Nature | +26% |
Physical | +26% |
Cold | +40% |
All | 0% |
Offense: Damage Penetration
Physical | +30% |
Darkness | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (51.69962066283%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 33 |
Mental Save | 22 |
Defense: Resistances
Acid | + 19%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 50%( 70%) |
All | + 14%( 70%) |
Lightning | + 64%( 70%) |
Light | + 55%( 70%) |
Physical | + 25%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 38%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 30% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 347 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 89 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 Shardskin. * 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 |
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 |
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. * 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 vial of greater demon bile. * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 |
Equipment
On feet | Morbusvalor the pair of dwarven-steel boots (0 def, 4 armour) Morbusvalor the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +4 Dex / +3 Wil / +6 Cun Changes resistances: +5% arcane Changes damage: +9% nature It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Isselen the Iceclash Isselen the IceclashInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning / 2 cold Changes resistances: +12% cold Changes damage: +3% lightning / +9% cold Maximum life: +41.00 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.74 to 110.22 lightning damage (73.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | Emelirin (25 def, 3 armour) Emelirin (25 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +23 (+4 eff.) Armour: +3 Defense: +25 (+7 eff.) Damage when hit (Melee): 6 physical Changes stats: +9 Dex Changes resistances penetration: +20% physical Critical mult.: +20.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | cleansing stralite torque of psionic shield [power 101] (22 cooldown) cleansing stralite torque of psionic shield [power 101] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 101 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Isiba the Hazekin Isiba the HazekinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +27% lightning / +12% light Changes resistances penetration: +10% cold Changes damage: +12% lightning Cut immunity: +10% Life regen: +8.00 Maximum life: +49.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +22% light / +5% arcane Changes damage: +11% light Cut immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +30% Life regen: +3.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | starseer's steel amulet of the eclipse starseer's steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 16% * 8% chance to blind Changes stats: +2 Mag Changes damage: +5% temporal / +5% physical / +14% darkness / +12% light Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
In main hand | elemental steel dagger of massacre (111% power, 6 apr) elemental steel dagger of massacre (111% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 111% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 87 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +7% cold Sharp, short and deadly. |
Around waist | hardened leather belt 'Xerima' hardened leather belt 'Xerima'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid / +13% fire / +7% lightning / +12% cold Critical mult.: +10.00% Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Maximum life: +38.00 A belt that goes around your waist. |
In off hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 134.66 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Harigotar (9 def, 8 armour) Harigotar (9 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +8.0% Armour: +8 Defense: +9 (+3 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Dex Changes resistances: +13% light / +15% fire Critical mult.: +10.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Shadewilder of the Blightspawn (0 def, 0 armour) Shadewilder of the Blightspawn (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Effects when hit in melee: * 23% chance to reduce strength, dexterity, and constitution by 25 * 30% chance to reduce damage dealt by 16% Changes stats: +6 Str / +6 Mag / +6 Wil / +4 Con Changes resistances: +8% lightning / +13% physical / +8% cold / +25% nature / +11% all Changes resistances penetration: +10% physical Changes damage: +10% lightning / +21% physical / +17% nature / +14% cold Physical save: +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; lightning, physical, light, nature) Prismatic Rune (6 turns; lightning, physical, light, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 light, 3 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 80; cd 20) shatter afflictions rune of the duelist (absorb 80; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 80 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 Dexterity 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 spell talent. |
Scorpionmoon ScorpionmoonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Changes stats: +3 Wil Changes resistances penetration: +10% nature Changes damage: +6% nature / +12% darkness Critical mult.: +13.00% Equilibrium when hit: +0.12 Mindpower: +10 (+5 eff.) Amulets make your neck look great! |
vitalizing gold amulet of constitution (+8) vitalizing gold amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Con Physical save: +9 (+4 eff.) Life regen: +3.00 Maximum life: +35.00 Amulets make your neck look great! |
Murkstoker of the Blightspawn Murkstoker of the BlightspawnPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +11 Mag / +5 Wil / -6 Cun / +5 Con Changes resistances: +12% mind Changes resistances penetration: +10% light / +20% arcane Changes damage: +3% light / +9% arcane / +12% mind Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
Windguile WindguileInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +25% nature Changes resistances penetration: +5% nature Changes damage: +26% nature Mindpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Malodor' copper ring 'Malodor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% lightning / +3% acid Changes damage: +11% lightning Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Rings make your fingers look great! |
steel emerald ring steel emerald ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Changes stats: +6 Dex / +5 Wil / +13 Cun Changes resistances: +6% cold / +12% fire / +3% all Changes damage: +9% cold Spell save: +3 (+1 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +23% Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
steel garnet ring steel garnet ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 4 blight Changes stats: +6 Str / +6 Con Changes resistances: +14% blight / +26% cold / +9% nature Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +13% cold / +6% all Poison immunity: +15% Disease immunity: +16% Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
steel ring 'Elaranor' steel ring 'Elaranor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+2 eff.) Armour: +4 Changes stats: +6 Cun / +6 Dex Changes resistances: +20% light / +4% physical Changes resistances penetration: +15% mind Changes damage: +10% light Only die when reaching: -40.00 life Spellpower: +8 (+3 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Cun, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
chilling stralite dagger of massacre (144% power, 9 apr) chilling stralite dagger of massacre (144% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +19 cold Sharp, short and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
magewarrior's short ash magestaff of breaching (111% power, 3 apr, lightning element) magewarrior's short ash magestaff of breaching (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +8% lightning Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +11 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood vilestaff of the prodigy (129% power, 5 apr, darkness element) magewarrior's short elven-wood vilestaff of the prodigy (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +5 Mag / +9 Wil / +5 Cun Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating hardened leather belt of valiance insulating hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% fire / +9% cold Mental save: +7 (+4 eff.) Maximum life: +82.00 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +7% blight Damage against: +18% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Misarain the linen cloak (1 def, 0 armour) Misarain the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Cun / +4 Dex Changes resistances: +3% acid Changes damage: +12% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
polar dwarven-steel gauntlets of war-making (0 def, 2 armour) polar dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes resistances: +7% cold Changes damage: +5% cold Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
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. |
aquamarine 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. |
opal 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's iron pickaxe (dig speed 38 turns) crystalomancer's iron pickaxe (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +21.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Deepslore' (dig speed 15 turns) dwarven-steel pickaxe 'Deepslore' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Defense: +7 (+2 eff.) Changes stats: +2 Str / +12 Mag Changes resistances: +8% physical Changes damage: +9% darkness Critical mult.: +10.00% Physical save: +6 (+3 eff.) Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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. |
brass lantern 'Flashstun' brass lantern 'Flashstun'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +3% nature Light radius: +5 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. |
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) Activation costs 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 130% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 Activation costs 172 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) 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. |
Achievements
By kage'radish the Cornac Shadowblade level 23
60th Regrowth 123rd year of Ascendancy at 21:51 see stats
By kage'radish the Cornac Shadowblade level 28
1st Time of Balance 123rd year of Ascendancy at 02:24 see stats
By kage'radish the Cornac Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 11:29 see stats
By kage'radish the Cornac Shadowblade level 19
74th Haze 122nd year of Ascendancy at 07:30 see stats
By kage'radish the Cornac Shadowblade level 28
75th Regrowth 123rd year of Ascendancy at 07:59 see stats
By kage'radish the Cornac Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 11:29 see stats
By kage'radish the Cornac Shadowblade level 10
54th Dusk 122nd year of Ascendancy at 00:09 see stats
By kage'radish the Cornac Shadowblade level 20
74th Haze 122nd year of Ascendancy at 22:30 see stats
By kage'radish the Cornac Shadowblade level 27
72nd Regrowth 123rd year of Ascendancy at 13:55 see stats
By kage'radish the Cornac Shadowblade level 22
30th Regrowth 123rd year of Ascendancy at 08:17 see stats
By kage'radish the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 04:48 see stats
By kage'radish the Cornac Shadowblade level 22
30th Regrowth 123rd year of Ascendancy at 14:41 see stats
By kage'radish the Cornac Shadowblade level 23
32nd Regrowth 123rd year of Ascendancy at 22:42 see stats
By kage'radish the Cornac Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 20:50 see stats
By kage'radish the Cornac Shadowblade level 27
72nd Regrowth 123rd year of Ascendancy at 13:55 see stats
By kage'radish the Cornac Shadowblade level 17
52nd Haze 122nd year of Ascendancy at 03:46 see stats
By kage'radish the Cornac Shadowblade level 25
63rd Regrowth 123rd year of Ascendancy at 12:10 see stats
Log
Phantasmal Shield hits Bethokira the greater telugoroth for 169 light damage.
Bethokira the greater telugoroth's Turn Back the Clock hits kage'radish for 80 temporal damage.
Bethokira the greater telugoroth casts Corrosive Worm.
Kage'radish is infected by a corrosive worm.
kage'radish hits Bethokira the greater telugoroth for 18 lightning damage.
Bethokira the greater telugoroth casts Soul Rot.
Bethokira the greater telugoroth's spell attains critical power!
Kage'radish's fades into the shadows.
Kage'radish resists the disease!
Bethokira the greater telugoroth's Soul Rot hits kage'radish for 369 blight damage.
kage'radish hits Bethokira the greater telugoroth for 18 lightning damage.
Bethokira the greater telugoroth casts Drain.
Bethokira the greater telugoroth hits kage'radish for 172 blight damage.
Bethokira the greater telugoroth casts Epidemic.
Kage'radish shrugs off Bethokira the greater telugoroth's 'Epidemic'!
kage'radish hits Bethokira the greater telugoroth for 18 lightning damage.
Bethokira the greater telugoroth casts Turn Back the Clock.
Bethokira the greater telugoroth's Turn Back the Clock hits kage'radish for (93 ignored), 0 temporal (0 total damage).
Kage'radish's can be afflicted again.
Kage'radish has returned to its natural state.
kage'radish hits Bethokira the greater telugoroth for 18 lightning damage.
Bethokira the greater telugoroth casts Blood Spray.
Bethokira the greater telugoroth's spell attains critical power!
Kage'radish is afflicted by a rotting disease!
Bethokira the greater telugoroth hits kage'radish for 269 blight damage.
Rotting Disease from Bethokira the greater telugoroth hits kage'radish for 30 blight damage.
Bethokira the greater telugoroth casts Bone Spear.
Bethokira the greater telugoroth hits kage'radish for 160 physical damage.
kage'radish the level 29 cornac shadowblade was hacked apart to death by Bethokira the greater telugoroth and lost outside time on level 1 of Temporal Rift.