Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 22 / 95% |
Size | small |
Lifes / Deaths | Killed by Mayysewe the yellow jelly at level 19 on the 50th Dusk 122nd year of Ascendancy at 17:25 / 2Killed by Velymina the fire drake hatchling at level 22 on the 6th Allure 123rd year of Ascendancy at 11:34 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 76 (base 41) |
Constitution | 18 (base 10) |
Magic | 20 (base 13) |
Willpower | 16 (base 10) |
Cunning | 66 (base 51) |
Resources
Life | -202/569 |
Mana | 1/298 |
Stamina | 110/198 |
Healing Factor | 1.2011363549267 |
Regeneration | 10.050564875013 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 65 |
Accuracy | 73 |
Crit Chance | 36% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 58 |
Accuracy | 73 |
Crit Chance | 48% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 19% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Blight | +15% |
Arcane | +6% |
Fire | +8% |
Offense: Damage Penetration
Arcane | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (62.946778433524%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 27 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 33%( 70%) |
Physical | + 5%( 70%) |
Cold | + 19%( 70%) |
All | + 3%( 70%) |
Lightning | + 13%( 70%) |
Mind | + 6%( 70%) |
Fire | + 32%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 278 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 4/5 |
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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. 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 giant spider spinneret. * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | 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 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 within5 lumberjacks have died. | 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 |
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 | Daimaroddahek the pair of hardened leather boots (0 def, 3 armour) Daimaroddahek the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +5 Con dps ---------- Acc +15 (+4 eff.) Apr +1 Melee Ret 6 physical ----- def ----- Armour +3 Resists +2% physical ---------- misc Max.stam +20.00 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd 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. A pair of boots made of leather. |
Light source | Isulle the Boltusher Isulle the Boltusher2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +3% nature +3% mind Max.HP +42.00 Cut- +20% ---------- misc Mana/turn +0.04 Light +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 | Armiderak the hardened leather cap (0 def, 3 armour) Armiderak the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +6% arcane +15% blight Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +3% Resists +12% blight Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | hardened leather gloves 'Daironarineg' (0 def, 2 armour) hardened leather gloves 'Daironarineg' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Melee+ 8 fire Dmg.mod +5% fire Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +6% fire Die.at -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | steel ring of warding steel ring of warding0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +14% acid +14% fire +10% lightning +10% cold Rings make your fingers look great! |
On fingers | marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
Around neck | Dairydil Dairydil0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Apr +3 ----- def ----- Armour +4 Phys.save +9 (+5 eff.) Blind- +21% ---------- misc Stam/turn +2.00 Light +2 Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! |
In main hand | Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
Around waist | Aerivena the rough leather belt Aerivena the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Acc +10 (+2 eff.) ----- def ----- Resists +9% blight Die.at -60.00 life A belt that goes around your waist. |
In off hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | Neryba the Hellrip (1 def, 0 armour) Neryba the Hellrip (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +3 Dex +2 Mag +1 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of the deep (9 def, 8 armour) troll-hide hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Resists +6% acid +6% cold Max.HP +42.00 HP.reg +4.70 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
shielding rune of the sneak (absorb 248; dur 3; cd 15) shielding rune of the sneak (absorb 248; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's steel amulet of constitution (+3) warrior's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
acidic steel greatsword (24-39 power, 2 apr) acidic steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Massive two-handed swords. |
warbringer's steel longsword (15-21 power, 3 apr) warbringer's steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
steel waraxe 'Adivena' (14-19 power, 16 apr) steel waraxe 'Adivena' (14-19 power, 16 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +4.0% Atk.spd 100% Phasing +12% While equipped: Stats +5 Wil +2 Con dps ---------- Dmg.mod +9% blight Res.pen +20% physical ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
linen cloak 'Radhosagund' (1 def, 0 armour) linen cloak 'Radhosagund' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Con dps ---------- Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
hardened leather gloves 'Salymita' (0 def, 2 armour) hardened leather gloves 'Salymita' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Con dps ---------- Apr +2 ----- def ----- Armour +2 Resists +12% mind Phys.save +15 (+8 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +38% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +1 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
quiver of ash arrows 'Zerastir' (20/20, 18-24 power, 7 apr) quiver of ash arrows 'Zerastir' (20/20, 18-24 power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 17.5 - 24.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Ranged+ +20 temporal On Hit.r1 +12 arcane +16 temporal On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
59 alchemist agate 59 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
10 amethyst 10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shadow the Halfling Shadowblade level 15
15th Dusk 122nd year of Ascendancy at 14:19 see stats
By Shadow the Halfling Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 00:48 see stats
By Shadow the Halfling Shadowblade level 20
56th Dusk 122nd year of Ascendancy at 23:01 see stats
By Shadow the Halfling Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 06:40 see stats
By Shadow the Halfling Shadowblade level 20
51st Dusk 122nd year of Ascendancy at 09:52 see stats
By Shadow the Halfling Shadowblade level 18
45th Dusk 122nd year of Ascendancy at 07:10 see stats
By Shadow the Halfling Shadowblade level 7
78th Pyre 122nd year of Ascendancy at 13:24 see stats
By Shadow the Halfling Shadowblade level 20
57th Dusk 122nd year of Ascendancy at 14:21 see stats
By Shadow the Halfling Shadowblade level 15
26th Dusk 122nd year of Ascendancy at 03:28 see stats
By Shadow the Halfling Shadowblade level 21
4th Allure 123rd year of Ascendancy at 03:06 see stats
By Shadow the Halfling Shadowblade level 20
56th Dusk 122nd year of Ascendancy at 18:32 see stats
By Shadow the Halfling Shadowblade level 15
13rd Dusk 122nd year of Ascendancy at 10:03 see stats
By Shadow the Halfling Shadowblade level 19
50th Dusk 122nd year of Ascendancy at 17:25 see stats
Log
Shadow is no longer evading attacks.
Poison from Velymina the fire drake hatchling hits Shadow for 74 nature damage.
Velymina the fire drake hatchling uses Oozebeam.
Shadow reacts to damage from Velymina the fire drake hatchling, mitigating the blow!.
Shadow tries to evade attacks.
Velymina the fire drake hatchling hits Shadow for (61 reacted , -5 stam), 109 nature (109 total damage).
Shadow uses Infusion: Regeneration.
Shadow starts regenerating health quickly.
Shadow talent 'Phase Door' is disrupted by the mind parasite.
Shadow talent 'Disengage' is disrupted by the mind parasite.
Shadow talent 'Shadowstep' is disrupted by the mind parasite.
Shadow speeds up.
Poison from Velymina the fire drake hatchling hits Shadow for 74 nature damage.
Velymina the fire drake hatchling uses Slime Spit.
Shadow reacts to damage from Velymina the fire drake hatchling's Slime Spit, mitigating the blow!.
Shadow slows down.
Velymina the fire drake hatchling's Slime Spit hits Shadow for (74 reacted , -5 stam), 123 nature (123 total damage).
Shadow uses Tumble.
Poison from Velymina the fire drake hatchling hits Shadow for 119 nature damage.
Velymina the fire drake hatchling uses Mana Clash.
Velymina the fire drake hatchling hits Shadow for 2 arcane damage.
Shadow is no longer focused on penetrating defenses.
Poison from Velymina the fire drake hatchling hits Shadow for 119 nature damage.
Velymina the fire drake hatchling uses Oozebeam.
Shadow reacts to damage from Velymina the fire drake hatchling, mitigating the blow!.
Velymina the fire drake hatchling hits Shadow for (62 reacted , -5 stam), 108 nature (108 total damage).
Shadow the level 22 halfling shadowblade was slimed to death by Velymina the fire drake hatchling on level 4 of Daikara.