










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Shadowblade |
Level / Exp | 10 / 15% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 10 on the 14th Dusk 122nd year of Ascendancy at 01:02 / 1 |
Primary Stats
Strength | 45 (base 34) |
Dexterity | 43 (base 34) |
Constitution | 38 (base 34) |
Magic | 38 (base 34) |
Willpower | 39 (base 34) |
Cunning | 37 (base 34) |
Resources
Life | -21/377 |
Mana | 231/249 |
Stamina | 140/160 |
Healing Factor | 1.5019230769231 |
Regeneration | 88.448249999999 |
Speed
Mental | +8.8655221408% |
Attack | 0% |
Movement | 0% |
Spell | +8.8655221408% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 58.659090645029 |
See Invisible | 58.659090645029 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 66 |
Accuracy | 46 |
Crit Chance | 21% |
APR | 3 |
Speed | 0.92 |
Offense: Offhand
Damage | 44 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 6 |
Speed | 0.92 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 9% |
Speed | 0.91856446406114 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +3% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 47.483785018144 (86.422018348624%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 21 |
Physical Save | 36 |
Spell Save | 28 |
Mental Save | 33 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 56%( 70%) |
All | + 23%( 70%) |
Lightning | + 28%( 70%) |
Darkness | + 32%( 70%) |
Physical | + 29%( 70%) |
Fire | + 32%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 38% |
Poison Resistance | 23% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (92% 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. |
Class Talents
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Shadow Feed |
talent | Phantasmal Shield |
talent | Blur Sight |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 58.64 life per turn. Regeneration |
detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 17 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +3 Mag / +1 Con Changes resistances: +6% fire Changes damage: +6% fire Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +18% acid Teleport immunity: +10% Maximum life: +41.00 Mindpower: +4 (+2 eff.) 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex Light radius: +1 Infravision radius: +2 A cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes stats: +1 Dex Changes resistances: +5% arcane / +6% acid Changes damage: +3% physical Poison immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances penetration: +10% mind / +10% fire Changes damage: +6% fire Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +5% nature / +6% blight Changes damage: +3% acid Grants telepathy: Humanoid/Orc Physical save: +7 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +8 (+4 eff.) Poison immunity: +13% Disease immunity: +10% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6 temporal / +5 nature / +12 mind When wielded/worn: Damage when hit (Melee): 8 mind Sharp, long, and deadly. |
Around waist | ![]() Infused 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 | ![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +1 Dex / +1 Wil / +1 Cun Changes resistances: +12% darkness / +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +3 Str / +2 Con Changes resistances: +7% acid / +8% physical / +11% cold / +6% fire / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +25% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Constitution 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +21% Equilibrium when hit: +0.08 Maximum psi: +40.00 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() steel ring 'Isilelaith' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +12% nature / +6% lightning Blindness immunity: +10% Knockback immunity: +10% Rings can have magical properties. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +8% acid / +7% fire / +8% cold / +8% lightning Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 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: * 8% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Melee): +5 nature When wielded/worn: Changes stats: +3 Str / +1 Dex / +2 Mag / +1 Wil / +1 Cun / +2 Con Changes resistances penetration: +6% lightning Sharp, short and deadly. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +2 Dex Sharp, long, and deadly. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 12 fire One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Reduced damage from: +17% Summoned Mental save: +5 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
![]() linen cloak 'Galecut' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% light / +12% lightning Changes damage: +6% light / +18% lightning Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% darkness / +12% temporal Spell save: +6 (+3 eff.) Maximum mana: +43.00 Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 117 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. |
![]() Powered 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. |
![]() psionic steel torque of kinetic psionic shield [power 47] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ShadowBlade the Thalore Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 11:19 see stats
By ShadowBlade the Thalore Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 16:57 see stats
By ShadowBlade the Thalore Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 11:17 see stats
By ShadowBlade the Thalore Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 16:57 see stats
By ShadowBlade the Thalore Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 16:57 see stats
Log
Sileth the treant's mind surges with critical power!
Sileth the treant resists the mind attack!
ShadowBlade shrugs off the critical damage!
ShadowBlade resists the mind attack!
Sileth the treant hits ShadowBlade for 2 mind, 2 darkness, 1 mind, 2 darkness (7 total damage).
ShadowBlade hits Sileth the treant for 93 fire, 6 lightning, 6 temporal, 5 nature, 6 mind, 6 physical, 26 darkness, 54 physical, 6 physical, 26 darkness (235 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits ShadowBlade for 54 fire damage.
Sileth the treant misses ShadowBlade.
ShadowBlade's magic has been disrupted.
ShadowBlade hits Sileth the treant for 53 light, 7 mind (60 total damage).
Sileth the treant hits ShadowBlade for (17 parried), 9 arcane (9 total damage).
ShadowBlade deactivates Shadow Combat.
Shadow Combat has been disrupted by anti-magic forces!
ShadowBlade performs a melee critical strike against Sileth the treant!
Sileth the treant hits ShadowBlade for 2 mind, 2 darkness, 2 mind, 2 darkness (9 total damage).
ShadowBlade hits Sileth the treant for 172 fire damage.
ShadowBlade killed Sileth the treant!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits ShadowBlade for 81 fire damage.
ShadowBlade uses Infusion: Wild.
ShadowBlade lessens the pain.
ShadowBlade uses Infusion: Regeneration.
ShadowBlade starts regenerating health quickly.
Ritch flamespitter spits flames!
Saving game...