










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 19 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Stuffy's Inner Demon at level 19 on the 78th Dusk 122nd year of Ascendancy at 02:32 / 1 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 52 (base 33) |
| Constitution | 16 (base 10) |
| Magic | 40 (base 17) |
| Willpower | 15 (base 10) |
| Cunning | 69 (base 44) |
Resources
| Life | -6/345 |
| Mana | 78/233 |
| Stamina | 2/166 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 6.6965649066565 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | +10% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 14 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 58 |
| Crit Chance | 46% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 58 |
| Crit Chance | 45% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 53% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +10% |
| Arcane | +21% |
| Cold | +3% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +25% |
| Nature | +10% |
| Temporal | +15% |
| Lightning | +5% |
| Arcane | +5% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 19 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Nature | + 17%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 18%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
| Instadeath Resistance | 100% |
| Blind Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 536% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 Magic by +5. | done |
You failed to protect the lost defiler from death by large white snake. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
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 failed to protect the lost sun paladin from death by disarming trap. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+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 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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 ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. Marus of Elvala has completed an elixir of the savior without your aid. 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 skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 red crystal shard. * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Winterraptor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +2 Con Changes resistances: +6% fire / +10% cold Changes damage: +3% cold Infravision radius: +3 A pair of boots made of leather. |
| Light source | Tulikalthogar the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +2 Wil Reduces incoming crit damage: 10.00% Blindness immunity: +22% Confusion immunity: +12% Mindpower: +20 (+7 eff.) Mental crit. chance: +1% Light radius: +7 See stealth: +8 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. 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 | hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex A cap made of leather. |
| On hands | voratun gauntlets 'Undeathterror' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +5 Cun Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +15% nature Talent cooldown: Double Strike (-1 turn) Critical mult.: +12.00% Physical save: +12 (+6 eff.) Life regen: +4.10 Stamina each turn: +0.70 Psi each turn: +0.25 Spell crit. chance: +16% Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered ash totem of healing [power 302] (15/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ivebrenn the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 20 light Damage when hit (Melee): 4 temporal Changes stats: +3 Dex / +5 Mag Changes resistances penetration: +15% temporal Changes damage: +10% light Rings make your fingers look great! |
| On fingers | rogue's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +26% Infravision radius: +3 See stealth: +6 See invisible: +10 Rings make your fingers look great! |
| Around neck | Porodariba the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 33% Damage when hit (Melee): 10 arcane / 8 acid Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +5% arcane Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
| In main hand | hateful steel dagger of massacre (16-21 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 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% Damage (Melee): +9 darkness Damage against: +9% Living Sharp, short and deadly. |
| Around waist | Strikemalice the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical power: +25 (+9 eff.) Armour: +2 Changes resistances: +7% lightning / +8% temporal Changes resistances penetration: +5% lightning / +10% physical Physical save: +12 (+6 eff.) A belt that goes around your waist. |
| In off hand | Gaharadar (10-12 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 2 arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane Critical mult.: +15.00% Sharp, short and deadly. |
| Cloak | Arthoruirin the Eclipsefear (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 2 mind Changes resistances penetration: +25% darkness / +25% mind / +5% nature Changes damage: +15% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -100; dur 6; cd 29) 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: 29 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 6 turns. While Heroism is active, you will only die when reaching -100 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 200 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Prismatic Rune (6 turns; cold, physical, darkness, temporal)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: 4 cold, 3 physical, 5 darkness, 5 temporal 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 Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
UnryzorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% temporal / +12% mind / +5% arcane Physical save: +12 (+6 eff.) Confusion immunity: +23% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
Belureth the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% lightning / +6% nature / +3% mind Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Hathudar the BlazestreakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +2 Cun Changes damage: +15% fire Mental save: +9 (+5 eff.) Spellpower: +6 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
marksman's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.shimmering ash vilestaff of power (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +46.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Brodymas the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% temporal Life regen: +0.80 Infravision radius: +1 Healing mod.: +11% A belt that goes around your waist. |
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. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Rainoozer (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun / +2 Wil Changes resistances: +9% cold Changes resistances penetration: +5% cold Mental save: +5 (+3 eff.) Equilibrium when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness / +7% all Changes damage: +11% darkness Spell save: +15 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layiratira (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +2 Wil / +1 Cun / +6 Con Changes damage: +6% acid / +3% blight Physical save: +12 (+6 eff.) Mental save: +11 (+6 eff.) Infravision radius: +1 A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
dwarven-steel gauntlets 'Elamita' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Changes resistances: +2% physical / +6% fire Changes damage: +5% fire Stamina each turn: +3.00 Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 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. |
restful dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Cun Changes resistances: +5% darkness Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Arthyregorach the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Reduces incoming crit damage: 15.00% Mental save: +12 (+6 eff.) Poison immunity: +10% Healing mod.: +5% A cap made of leather. |
bladed rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 34.4 Physical damage. If the attack hits, the target is confused (39% 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. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
duelist's hardened leather armour (11 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +4 Cun / +4 Dex A suit of armour made of leather. |
4 agate0.00 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. |
166 alchemist agate0.00 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. |
5 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. |
2 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.00 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
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. |
iron torque of clear mind [power 1] (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.steel torque of gale force [power 170] (15/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 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. |
3 ametrine0.00 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. |
3 citrine0.00 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. |
4 zircon0.00 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Stuffy the Shalore Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 12:32 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Stuffy the Shalore Shadowblade level 18
38th Dusk 122nd year of Ascendancy at 07:52 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Stuffy the Shalore Shadowblade level 12
7th Mirth 122nd year of Ascendancy at 00:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stuffy the Shalore Shadowblade level 17
11st Dusk 122nd year of Ascendancy at 22:48 see stats
Log
Stuffy receives 318 healing.
Stuffy's Inner Demon casts Illuminate.
Stuffy's Inner Demon's spell attains critical power!
Stuffy reacts to damage from Stuffy's Inner Demon, mitigating the blow!.
Stuffy's Inner Demon hits Stuffy for (18 reacted , -4 stam), 58 light (58 total damage).
Stuffy's can be afflicted again.
Talent Dual Strike is ready to use.
Stuffy's Inner Demon's can be afflicted again.
Stuffy's Inner Demon uses Heartseeker.
Stuffy's Inner Demon misses Stuffy.
Melee retaliation hits Stuffy's Inner Demon for (7 ignored), 0 acid, 2 mind, 13 arcane, 3 temporal (18 total damage).
Stuffy's Inner Demon hits Stuffy for (13 parried), 42 physical, 6 darkness, 10 light, (21 ignored), 0 darkness (58 total damage).
Stuffy casts Grace of the Eternals.
Stuffy speeds up.
Stuffy's fully exits the shadows.
Stuffy's Inner Demon's fully exits the shadows.
Stuffy's Inner Demon casts Shadowstep.
Stuffy's Inner Demon performs a melee critical strike against Stuffy!
Stuffy reacts to an attack from Stuffy's Inner Demon, mitigating the blow!.
Stuffy's Inner Demon's spell attains critical power!
Stuffy's is vulnerable to attacks and effects!
Stuffy is dazed!
Phantasmal Shield hits Stuffy's Inner Demon for 115 light damage.
Phantasmal Shield hits Stuffy for 111 light damage.
Stuffy's Inner Demon hits Stuffy for (35 reacted , -4 stam), 114 darkness, 6 darkness, 11 light, 19 darkness, (13 parried) (150 total damage).
Stuffy the level 19 shalore shadowblade was darkened to death by a Stuffy's Inner Demon on level 3 of Old Forest.




































































































