











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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 | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 26 / 88% |
Size | small |
Lifes / Deaths | Killed by Eilinasessra the ogre guard at level 26 on the 43rd Regrowth 123rd year of Ascendancy at 17:51 5 / 1 |
Primary Stats
Strength | 12 (base 13) |
Dexterity | 63 (base 53) |
Constitution | 16 (base 10) |
Magic | 24 (base 13) |
Willpower | 24 (base 10) |
Cunning | 67 (base 51) |
Resources
Life | 739/739 |
Mana | 320/320 |
Stamina | 210/210 |
Healing Factor | 1.4145771506545 |
Regeneration | 27.308829083773 |
Speed
Mental | -1.0103029524089E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -1.0103029524089E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 8 |
See Invisible | 12 |
Stealth | 55 |
Offense: Mainhand
Damage | 97 |
Accuracy | 59 |
Crit Chance | 44% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 59 |
Crit Chance | 43% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Light | +9% |
Nature | +22% |
Fire | +9% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (48.304188961773%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 17 |
Mental Save | 26 |
Defense: Resistances
Blight | + 27%( 70%) |
Cold | + 21%( 70%) |
All | + 16%( 70%) |
Darkness | + 34%( 70%) |
Light | + 19%( 70%) |
Temporal | + 32%( 70%) |
Lightning | + 21%( 70%) |
Mind | + 26%( 70%) |
Fire | + 24%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Disarm Resistance | 30% |
Stun Resistance | 29% |
Poison Resistance | 52% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 130 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 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 379 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.6 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 63% chance to deflect up to 23 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * 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. | 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: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed wretchling eyeball. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within2 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +30 (+10 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Mag Only die when reaching: -80.00 life Infravision radius: +2 See invisible: +12 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 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances: +6% cold Poison immunity: +20% Disarm immunity: +10% Pinning immunity: +10% Only die when reaching: -20.00 life Maximum life: +60.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +12 (+4 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +2 Str Changes resistances: +9% fire / +7% all Changes damage: +9% fire Physical save: +14 (+7 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 41.7 Physical damage. If the attack hits, the target is confused (41% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 nature Changes resistances: +15% nature / +3% light Changes damage: +8% nature Physical save: +6 (+3 eff.) Poison immunity: +20% Disarm immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 Healing mod.: +20% 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +3% temporal Changes damage: +9% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a magical bolt dealing 114 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% nature / +7% blight Poison immunity: +12% Disease immunity: +10% Stun/Freeze immunity: +29% Life regen: +3.00 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +6 Wil / +8 Cun / +5 Con Mindpower: +8 (+4 eff.) Infravision radius: +3 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 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: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 23 * 25% chance for lightning to strike from the target to a second target dealing 55 damage Damage (Melee): +7 mind Damage (radius 1) on hit: +20 darkness / +9 fire Damage (radius 2) on crit: +16 darkness When wielded/worn: Changes stats: +1 Cun / +5 Wil Changes resistances: +6% lightning Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +6% darkness Changes damage: +6% darkness Critical mult.: +5.00% Only die when reaching: -20.00 life Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 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 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 118.36 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +6% temporal Changes damage: +9% light Physical save: +5 (+3 eff.) Confusion immunity: +20% Pinning immunity: +10% Teleport immunity: +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 | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +12% mind / +21% nature / +9% all Changes damage: +14% nature / +12% mind Life regen: +5.50 Only die when reaching: -20.00 life Maximum life: +40.00 Healing mod.: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -454 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 454 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 nature talent. |
![]() 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: 13 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 110 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +6 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +8% physical Disarm immunity: +22% Sharp, short and deadly. |
![]() Kindlecut the dwarven-steel greatmaul (42-63 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +19 darkness Damage (radius 2) on crit: +8 temporal Damage against: +20% Living When wielded/worn: Changes resistances: +9% lightning / +12% fire Changes damage: +18% temporal Only die when reaching: -80.00 life Light radius: +3 Massive two-handed mauls. |
![]() mighty elven-wood longbow of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +15 lightning When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +5 Str Changes damage: +27% lightning Longbows are used to shoot arrows at your foes. |
![]() blazebringer's stralite mace of projection (38-54 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +58 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +8% Blunt and deadly. |
![]() dreamer's pulsing mindstar (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +17% mind Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Psi each turn: +0.30 Maximum psi: +31.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Physical power: +30 (+10 eff.) Changes stats: +4 Dex / +1 Mag / +4 Cun / +7 Lck Changes resistances: +6% lightning / +3% physical Trap disarming bonus: +7 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +3 Wil Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 10 arcane resource burn Changes stats: +2 Str / +4 Mag Changes resistances: +6% temporal / +8% physical Reduces incoming crit damage: 15.00% Teleport immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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) 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 ShbHal1 the Halfling Shadowblade level 18
14th Haze 122nd year of Ascendancy at 00:01 see stats
By ShbHal1 the Halfling Shadowblade level 24
23rd Regrowth 123rd year of Ascendancy at 16:09 see stats
By ShbHal1 the Halfling Shadowblade level 10
4th Mirth 122nd year of Ascendancy at 19:12 see stats
By ShbHal1 the Halfling Shadowblade level 20
44th Haze 122nd year of Ascendancy at 05:23 see stats
By ShbHal1 the Halfling Shadowblade level 18
70th Dusk 122nd year of Ascendancy at 13:06 see stats
By ShbHal1 the Halfling Shadowblade level 26
41st Regrowth 123rd year of Ascendancy at 02:15 see stats
By ShbHal1 the Halfling Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 21:19 see stats
By ShbHal1 the Halfling Shadowblade level 21
1st Regrowth 123rd year of Ascendancy at 14:41 see stats
By ShbHal1 the Halfling Shadowblade level 12
18th Dusk 122nd year of Ascendancy at 22:41 see stats
By ShbHal1 the Halfling Shadowblade level 21
10th Allure 123rd year of Ascendancy at 22:16 see stats
By ShbHal1 the Halfling Shadowblade level 20
57th Haze 122nd year of Ascendancy at 10:28 see stats
By ShbHal1 the Halfling Shadowblade level 14
33rd Dusk 122nd year of Ascendancy at 11:24 see stats
Log
Eilinasessra the ogre guard hits ShbHal1 for (93 reacted , -6 stam), 136 physical (136 total damage).
ShbHal1 the level 26 halfling shadowblade was bled to death by Eilinasessra the ogre guard on level 2 of Dark crypt.
Stealth is still on cooldown for 5 turns.
You end your Shadow Dance.
You have 5 life(s) left.
Stealth is still on cooldown for 5 turns.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinasessra the ogre guard killed ShbHal1!
Saving game...
Saving done.
Resting starts...
Talent Shadowstep is ready to use.
Talent Trained Reactions is ready to use.
Talent Shadow Feed is ready to use.
Talent Shadow Combat is ready to use.
Talent Stealth is ready to use.
Talent Phantasmal Shield is ready to use.
Talent Shadow Veil is ready to use.
Talent Shadowguard is ready to use.
Talent Shadow Dance is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
ShbHal1 deactivates Stealth.
Resting starts...
Talent Stealth is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
ShbHal1 activates Stealth.