Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Shadowblade |
Level / Exp | 19 / 27% |
Size | medium |
Lifes / Deaths | Killed by snow giant thunderer at level 19 on the 3rd Decay 122nd year of Ascendancy at 02:38 3 / 2Killed by snow giant boulder thrower at level 19 on the 3rd Decay 122nd year of Ascendancy at 04:16 |
Primary Stats
Strength | 25 (base 17) |
Dexterity | 37 (base 30) |
Constitution | 28 (base 21) |
Magic | 26 (base 19) |
Willpower | 31 (base 14) |
Cunning | 38 (base 28) |
Resources
Life | 442/442 |
Mana | 354/354 |
Stamina | 166/166 |
Healing Factor | 1.2 |
Regeneration | 3 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -1000 |
Infravision | 8 |
See Stealth | 5 |
See Invisible | 7 |
Stealth | 18.82 |
Offense: Mainhand
Damage | 42 |
Accuracy | 32 |
Crit Chance | 21% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 32 |
Crit Chance | 21% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27.085 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28.45 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Nature | +6% |
Blight | +4% |
Physical | +4% |
Arcane | +5% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 24.375 |
Ranged Defense | 26.875 |
Fatigue | 10 |
Physical Save | 35.625 |
Spell Save | 22.825 |
Mental Save | 30.425 |
Defense: Resistances
Lightning | + 15%( 70%) |
Darkness | + 11%( 70%) |
Nature | + 24%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 49%( 70%) |
All | + 5%( 70%) |
Inscriptions (3/3)
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Cunning stat. |
Rune | Effective talent level: 1.0 ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 1/10 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
talent | Stealth |
talent | Shadow Feed |
talent | Shadow Combat |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 the 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. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within1 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 | Korondur (0 def, 3 armour) Korondur (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer is hit: 12 blight Changes damage: +9% acid Critical mult.: +15.00% A pair of boots made of leather. |
On hands | brawler's rough leather gloves of regeneration (0 def, 1 armour) brawler's rough leather gloves of regeneration (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 Life regen: +0.60 Stamina each turn: +0.40 Psi each turn: +0.10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | stabilizing cashmere wizard hat of seeing (2 def, 0 armour) stabilizing cashmere wizard hat of seeing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Physical save: +9 Infravision radius: +1 See stealth: +5 See invisible: +7 A pointy cloth hat, very wizardly... |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | spiritwalker's rough leather belt of burglary spiritwalker's rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Lck / +2 Mag Trap disarming bonus: +5 Stealth bonus: +5 Mana each turn: +0.11 Maximum mana: +21.00 Infravision radius: +2 A belt that goes around your waist. |
In main hand | thunderous steel dagger of evisceration (10.5-13.65 power, 6 apr) thunderous steel dagger of evisceration (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 24% lightning daze When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes stats: +1 Str / +1 Dex / +2 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
Main armor | troll-hide cured leather armour of the sky (6 def, 4 armour) troll-hide cured leather armour of the sky (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +5 Fatigue: +7% Changes stats: +3 Dex Changes resistances: +11% lightning / +10% cold Life regen: +1.50 A suit of armour made of leather. |
In off hand | steel dagger of nature (10-13 power, 6 apr) steel dagger of nature (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 21% nature When wielded/worn: Changes resistances: +2% all Changes resistances penetration: +5% nature Sharp, short and deadly. |
Cloak | Blindpall the cashmere cloak (2 def, 0 armour) Blindpall the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun / +6 Wil Damage when the wearer hits(melee): 4 fire Changes resistances: +6% darkness Physical save: +9 Mental save: +16 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
Inventory
Newly picked up sun infusion (rad 7; power 21; turns 4)sun infusion (rad 7; power 21; turns 4) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
restful steel amulet of dexterity (+2) restful steel amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex Life regen: +0.50 Amulets can have magical properties. |
Newly picked up Lelildir (37.5-60 power, 2 apr)Lelildir (37.5-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Damage when the wearer hits(melee): 4 temporal Damage when the wearer is hit: 4 mind Mental crit. chance: +2% Massive two-handed swords. |
thought-forged steel greatsword of disruption (22.5-36 power, 2 apr) thought-forged steel greatsword of disruption (22.5-36 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits: +8 mind Damage conversion: 33% mind Damage against: +8% Undead / +6% Construct When wielded/worn: Changes stats: +3 Wil Massive two-handed swords. |
steady cured leather sling of cold steady cured leather sling of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 cold When wielded/worn: Accuracy: +6 Changes damage: +10% cold Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
earthen ash vilestaff of might (15-18 power, 3 apr, acid damage) earthen ash vilestaff of might (15-18 power, 3 apr, acid damage)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: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Changes damage: +15% acid Talent granted: +1 Command Staff Physical save: +4 Spellpower: +6 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff of greater warding (15-18 power, 3 apr, cold damage) ethereal ash magestaff of greater warding (15-18 power, 3 apr, cold damage)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: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +4 Maximum wards: +3 cold Changes damage: +15% cold Talents granted: +2 Ward +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
slimy woollen robe of fire (+18%) (0 def, 0 armour) slimy woollen robe of fire (+18%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer is hit: 3 slime Changes resistances: +18% fire Changes damage: +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of light (+16%) (0 def, 0 armour) spellwoven linen robe of light (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Spellpower: +2 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Camodig (4 def, 9 armour) Camodig (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +9% lightning Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +50 A suit of armour made of metal plates. |
Newly picked up shocking dwarven-steel shield of reflection (8 def, 2 armour, 74 block)shocking dwarven-steel shield of reflection (8 def, 2 armour, 74 block) Requires: - Strength 24 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 13 lightning Changes resistances: +12% darkness / +12% light Talent granted: +3 Block Handheld deflection devices |
121 alchemist agate 121 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) 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, costing 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. |
Achievements
By Theif5000 the Higher Shadowblade level 12
21st Dusk 122nd year of Ascendancy at 11:28 see stats
By Theif5000 the Higher Shadowblade level 14
48th Dusk 122nd year of Ascendancy at 09:36 see stats
By Theif5000 the Higher Shadowblade level 10
9th Flare 122nd year of Ascendancy at 11:52 see stats
By Theif5000 the Higher Shadowblade level 17
40th Haze 122nd year of Ascendancy at 18:12 see stats
By Theif5000 the Higher Shadowblade level 5
3rd Mirth 122nd year of Ascendancy at 23:17 see stats
By Theif5000 the Higher Shadowblade level 18
58th Haze 122nd year of Ascendancy at 04:26 see stats
By Theif5000 the Higher Shadowblade level 5
2nd Mirth 122nd year of Ascendancy at 08:33 see stats
By Theif5000 the Higher Shadowblade level 12
18th Dusk 122nd year of Ascendancy at 18:07 see stats
Log
Talent Dual Strike is ready to use.
Talent Flurry is ready to use.
Talent Rush is ready to use.
Rested for 1 turns (stop reason: hostile spotted (Eilinovea the dragon turtle)).
Theif5000 hits Eilinovea the dragon turtle for 13 lightning, 22 physical, 4 fire, 11 darkness, 11 nature, 19 physical, 4 fire, 11 darkness damage (total 92.76).
Resting starts...
Talent Stealth is ready to use.
Rested for 1 turns (stop reason: hostile spotted (Eilinovea the dragon turtle)).
Theif5000 performs a critical strike!
Eilinovea the dragon turtle shrugs off the effect 'Deep Wound'!
Theif5000 performs a critical strike!
Theif5000 hits Eilinovea the dragon turtle for 18 lightning, 29 physical, 4 fire, 11 darkness, 21 nature damage (total 80.85).
Theif5000 killed Eilinovea the dragon turtle!
Theif5000 activates Stealth.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Dirty Fighting is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
You have found a trap (water jet)!
There is an item here: Prismwyrd (2 def, 6 armour)
There is an item here: shocking dwarven-steel shield of reflection (8 def, 2 armour, 74 block)
Ran for 4 turns (stop reason: object seen).
Theif5000 picks up (l.): shocking dwarven-steel shield of reflection (8 def, 2 armour, 74 block).
You don't see how to get there...
You don't see how to get there...
There is an item here: Prismwyrd (2 def, 6 armour)
Theif5000 disarms a trap (water jet).
Ran for 3 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Theif5000 deactivates Stealth.