
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 19 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:57 0 / 6Killed by worm that walks at level 12 on the 19th Dusk 122nd year of Ascendancy at 01:38 Killed by worm that walks at level 12 on the 19th Dusk 122nd year of Ascendancy at 06:16 Killed by Slaok the halfling at level 16 on the 57th Dusk 122nd year of Ascendancy at 12:55 Killed by snow giant thunderer at level 17 on the 70th Dusk 122nd year of Ascendancy at 10:00 Killed by Urkis, the High Tempest at level 19 on the 72nd Dusk 122nd year of Ascendancy at 01:38 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 45 (base 38) |
| Constitution | 16 (base 10) |
| Magic | 36 (base 29) |
| Willpower | 22 (base 10) |
| Cunning | 45 (base 29) |
Resources
| Life | -65/389 |
| Mana | 53/317 |
| Stamina | 101/214 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 2.3727985889728 |
Speed
| Mental | -5.0182080713057E-12% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | -5.0182080713057E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 38.045069181528 |
| See Invisible | 37.045069181528 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 50 |
| Crit Chance | 37% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 50 |
| Crit Chance | 34% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 12% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +6% |
| Physical | +7% |
| Darkness | +5% |
| Arcane | +9% |
| Cold | +3% |
| Fire | +6% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +10% |
| Physical | +10% |
| Lightning | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (57.718496631565%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 9%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 16%( 70%) |
| Darkness | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 44% |
| Confusion Resistance | 11% |
| Knockback Resistance | 20% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 280 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 |
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 Shardskin. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed sandworm tooth. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Manoledil' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +6 Wil +4 Cun +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Resists +10% fire +9% light +18% cold Phys.save +11 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +12 (+6 eff.) ---------- misc Size +1 A pair of boots made of leather. |
| Light source | brass lantern 'Glitterenvy'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +9% arcane +6% light Res.pen +10% light ----- def ----- Resists +5% arcane Blind- +22% Confus- +11% ---------- misc Light +7 See.Stealth +6 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 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 | Mardalatir the Tempestream (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +10% lightning +10% physical Apr +5 ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 A cap made of leather. |
| On hands | steady hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +24% 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 | Vorugawen [power 67] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% ----- def ----- Defense +10 (+3 eff.) Resists +15% acid ---------- misc Max.stam +30.00 Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
| Around neck | copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 85.95 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. |
| Around waist | Dimfame1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% fire Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Resists +8% acid +9% darkness +6% fire +7% cold +5% lightning A belt that goes around your waist. |
| In off hand | dwarven-steel dagger of crippling (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
| Cloak | spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polykira (6 def, 7 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Acc +5 (+1 eff.) Apr +6 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +7% cold +2% physical ---------- misc Breathe water A suit of armour made of leather. |
Inventory
shatter afflictions rune (absorb 20; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing steel amulet of mastery (0.17 Technique / Duelist)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +25% Knockbk- +25% ---------- misc Masteries +0.17 Technique/Duelist Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +24.00 Disarm- +20% Pinning- +24% Knockbk- +26% Rings make your fingers look great! |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
steel battleaxe of phasing (22-34 power, 14 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +5.0% Atk.spd 100% Phasing +17% Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
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 (+6 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. |
balanced iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
elemental dwarven-steel dagger of shearing (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 55 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +8% fire +7% all Acc +11 (+3 eff.) Apr +6 Sharp, short and deadly. |
flaming dwarven-steel dagger of phasing (20-25 power, 14 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +6.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Kindlerace (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 arcane +8 fire On Hit.r1 +16 light While equipped: dps ---------- Acc +7 (+2 eff.) Melee Ret 6 arcane ----- def ----- Defense +10 (+3 eff.) Disarm- +39% ---------- misc Mana/s.crit +2.00 Massive two-handed swords. |
steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Isolaith (20-27 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Melee Ret 4 temporal ----- def ----- Resists +12% acid Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, long, and deadly. |
balanced steel longsword of erosion (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +25% Sharp, long, and deadly. |
slime-covered steel longsword of erosion (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature On Hit: * 9% chance to slow global speed by 46% Sharp, long, and deadly. |
Frigidransom (18-25 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% ----- def ----- Resists +9% cold Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 Blunt and deadly. |
Toritar the Arcwing (4-4 power, 20 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% lightning +9% temporal ----- def ----- Armour +10 Resists +2% physical Max.HP +17.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar 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. |
vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +11% acid Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
swiftstrike cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +11 lightning While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of channeling (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+8 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 55 damage One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Smearradiance the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 2 nature ----- def ----- Resists +3% fire +9% darkness +3% cold Mind.save +3 (+1 eff.) HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Tulolatharin (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +15% physical Apr +3 ----- def ----- Armour +2 Defense +1 (+0 eff.) Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +10 (+5 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Mind.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Polaseth' (20 def, 4 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Armour +4 Defense +20 (+6 eff.) Resists +19% acid +9% all Spell.save +3 (+1 eff.) Max.HP +20.00 HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deepsrip (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% darkness +10% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Fatigue -5% Resists +6% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
wanderer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +4 Con ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Galequell the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +2 Cun +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +1 Resists +6% lightning ---------- misc Psi/ret +0.04 See.Invis +3 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Pitchknight' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +3% light +3% darkness Phys.save +18 (+9 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- 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. |
Deepsnoon the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue +1% Resists +12% darkness A cap made of leather. |
Lightdeath (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% fire Res.pen +20% light Melee Ret 2 light On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+6 eff.) A cap made of leather. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +23.00 A suit of armour made of leather. |
duelist's hardened leather armour of Eyal (13 def, 10 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+4 eff.) Fatigue +8% Max.HP +41.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% cold HP.reg +3.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
windwalling dwarven-steel shield of fire resistance (+12%) (0 def, 6 armour, 75.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +6 Fatigue +8% Resists +18% fire +12% physical Shield.near.proj +30 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of ash arrows (14/14, 31-43 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
58 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
Darkveil (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun dps ---------- Dmg.mod +6% fire Res.pen +5% mind Acc +7 (+2 eff.) ----- def ----- Resists +6% fire +9% darkness +9% mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
deadly pouch of dwarven-steel shots of vileness (22/22, 40-49 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +5 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 18 Shots are used with slings to pummel your foes to death. |
Chargeedge [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +6% acid +6% fire HP.reg +4.00 Cut- +10% Knockbk- +20% Teleport- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of summon tentacle [power 175] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 365 Base Damage: 185 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Artemis the Cornac Shadowblade level 16
52nd Dusk 122nd year of Ascendancy at 10:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Artemis the Cornac Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 23:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Artemis the Cornac Shadowblade level 8
78th Pyre 122nd year of Ascendancy at 16:54 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Artemis the Cornac Shadowblade level 15
23rd Dusk 122nd year of Ascendancy at 20:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Artemis the Cornac Shadowblade level 16
57th Dusk 122nd year of Ascendancy at 16:21 see stats
Log
Artemis picks up (B.): Girdle of the Calm Waters.
Artemis picks up (G.): mindwoven woollen robe of power (0 def, 0 armour).
Artemis picks up (A.): ash magestaff of channeling (15-18 power, 3 apr, lightning element).
Lore found: Girdle of the Calm Waters
You can read all your collected lore in the game menu, by pressing Escape.
Artemis is no longer evading attacks.
Hurricane from Urkis, the High Tempest hits Artemis for 64 lightning damage.
Artemis receives 14 healing from Temporal Restoration Field.
Ran for 2 turns (stop reason: taken damage).
Artemis is recovering from the damage!
Artemis's fades into the shadows.
Hurricane from Urkis, the High Tempest hits Artemis for 77 lightning damage.
Artemis receives 14 healing from Temporal Restoration Field.
The fabric of time around Artemis returns to normal.
Hurricane from Urkis, the High Tempest hits Artemis for 89 lightning damage.
Talent Stealth is ready to use.
Talent Shadowstep is ready to use.
Talent Dual Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Artemis for 61 lightning damage.
Artemis activates Stealth.
Ran for 2 turns (stop reason: taken damage).
Artemis's can be afflicted again.
Hurricane from Urkis, the High Tempest hits Artemis for 86 lightning damage.
Hurricane from Urkis, the High Tempest hits Artemis for 82 lightning damage.
Artemis the level 19 cornac shadowblade was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.




















































































































