Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 30 / 0% |
Size | medium |
Lifes / Deaths | Killed by bloated horror at level 7 on the 79th Pyre 122nd year of Ascendancy at 14:33 / 10Killed by Gunsnake at level 8 on the 2nd Mirth 122nd year of Ascendancy at 23:25 Killed by The Possessed at level 8 on the 3rd Mirth 122nd year of Ascendancy at 07:47 Killed by dreaming giant venus flytrap at level 11 on the 2nd Summertide 122nd year of Ascendancy at 00:05 Killed by dreaming giant venus flytrap at level 11 on the 2nd Summertide 122nd year of Ascendancy at 12:55 Killed by Urkis, the High Tempest at level 20 on the 12nd Haze 122nd year of Ascendancy at 16:13 Killed by Zubura the cave bear at level 22 on the 18th Haze 122nd year of Ascendancy at 08:15 Killed by Zubura the cave bear at level 23 on the 18th Haze 122nd year of Ascendancy at 09:52 Killed by elven corruptor at level 26 on the 39th Haze 122nd year of Ascendancy at 22:25 Killed by rimebark (wild summon) at level 29 on the 65th Regrowth 123rd year of Ascendancy at 17:31 |
Primary Stats
Strength | 25 (base 23) |
Dexterity | 50 (base 37) |
Constitution | 12 (base 10) |
Magic | 66 (base 33) |
Willpower | 10 (base 10) |
Cunning | 66 (base 49) |
Resources
Life | 574/574 |
Mana | 224/224 |
Stamina | 192/192 |
Healing Factor | 1.2491526171257 |
Regeneration | 16.790126714596 |
Speed
Mental | +8.5421915124001% |
Attack | 0% |
Movement | 0% |
Spell | +8.5421915124001% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 7 |
See Stealth | 37.880545025042 |
See Invisible | 37.880545025042 |
Stealth | 64 |
Offense: Mainhand
Damage | 78 |
Accuracy | 66 |
Crit Chance | 34% |
APR | 26 |
Speed | 0.92 |
Offense: Offhand
Damage | 49 |
Accuracy | 66 |
Crit Chance | 37% |
APR | 26 |
Speed | 0.92 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 23% |
Speed | 0.92130072745561 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +32% |
Nature | +33% |
Lightning | +12% |
Arcane | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Lightning | +50% |
Darkness | +55% |
Mind | +45% |
Physical | +30% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 13 (62.946778433524%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 15%( 74%) |
Acid | + 18%( 74%) |
Darkness | + 47%( 74%) |
Blight | + 13%( 74%) |
Arcane | + 5%( 74%) |
Fire | + 17%( 74%) |
All | 0%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 726% for 10 turns (73 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (92% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
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 / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
talent | Shadow Feed |
talent | Shadow Combat |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.5 and stamina regeneration by 1.9. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 47% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Magic by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 99. | 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. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed hummerhorn wing. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | Lisena the Sunrupture (5 def, 1 armour) Lisena the Sunrupture (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +5 (+1 eff.) Changes resistances: +5% arcane / +12% lightning Changes resistances penetration: +5% fire / +5% physical Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Light source | brass lantern 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. |
On head | Urthyrogar the cashmere wizard hat (2 def, 0 armour) Urthyrogar the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +2 Con Changes resistances: +18% darkness Changes damage: +12% darkness / +12% arcane Disease immunity: +10% Mana each turn: +0.23 Only die when reaching: -80.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | Muckcutter the hardened leather gloves (0 def, 2 armour) Muckcutter the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% lightning / +3% darkness / +3% blight Changes resistances penetration: +20% mind Changes damage: +3% nature / +3% mind Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +13.00 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 | Bethudalaith the Viperwar (dig speed 15 turns) Bethudalaith the Viperwar (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire Changes resistances penetration: +20% darkness / +25% lightning Changes damage: +12% lightning / +30% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's copper ring of clarity sneakthief's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +5 Dex Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
On fingers | sneakthief's copper ring of power sneakthief's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Cun / +4 Dex Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around neck | protective gold amulet of murder protective gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Armour: +4 Defense: +6 (+1 eff.) Changes resistances cap: +4% all Critical mult.: +12.00% Physical save: +8 (+4 eff.) Amulets make your neck look great! |
In main hand | Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 155.94 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 | 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 Dex / +5 Mag / +4 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Mana each turn: +0.11 Maximum mana: +20.00 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | resilient cashmere cloak of implacability (2 def, 0 armour) resilient cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eclipserage the hardened leather armour (9 def, 6 armour) Eclipserage the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 2 temporal Changes resistances: +18% acid / +9% darkness Changes resistances penetration: +10% acid Changes damage: +15% darkness Life regen: +4.70 Maximum life: +45.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 the Rift (190.00 temporal damage, removed from time 4 turns) Rune of the Rift (190.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Inflicts 190.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
copper amulet of mastery (0.11 Cunning / Ambush) copper amulet of mastery (0.11 Cunning / Ambush)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cunning / Ambush Amulets make your neck look great! |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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 Chest 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Shadowmir the Cornac Shadowblade level 23
19th Haze 122nd year of Ascendancy at 16:23 see stats
By Shadowmir the Cornac Shadowblade level 20
12nd Haze 122nd year of Ascendancy at 23:02 see stats
By Shadowmir the Cornac Shadowblade level 26
44th Haze 122nd year of Ascendancy at 10:16 see stats
By Shadowmir the Cornac Shadowblade level 23
32nd Haze 122nd year of Ascendancy at 23:47 see stats
By Shadowmir the Cornac Shadowblade level 18
55th Dusk 122nd year of Ascendancy at 12:49 see stats
By Shadowmir the Cornac Shadowblade level 26
67th Haze 122nd year of Ascendancy at 00:32 see stats
By Shadowmir the Cornac Shadowblade level 18
49th Dusk 122nd year of Ascendancy at 05:50 see stats
By Shadowmir the Cornac Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 15:19 see stats
By Shadowmir the Cornac Shadowblade level 20
65th Dusk 122nd year of Ascendancy at 17:10 see stats
By Shadowmir the Cornac Shadowblade level 30
71st Regrowth 123rd year of Ascendancy at 04:36 see stats
By Shadowmir the Cornac Shadowblade level 26
41st Haze 122nd year of Ascendancy at 03:12 see stats
By Shadowmir the Cornac Shadowblade level 7
78th Pyre 122nd year of Ascendancy at 23:10 see stats
By Shadowmir the Cornac Shadowblade level 23
19th Haze 122nd year of Ascendancy at 16:23 see stats
By Shadowmir the Cornac Shadowblade level 12
4th Flare 122nd year of Ascendancy at 15:21 see stats
By Shadowmir the Cornac Shadowblade level 28
62nd Regrowth 123rd year of Ascendancy at 13:45 see stats
By Shadowmir the Cornac Shadowblade level 18
49th Dusk 122nd year of Ascendancy at 06:28 see stats
Log
Talent Flurry is ready to use.
Your rod of recall shakes, a portal appears beneath you.
Ran for 3 turns (stop reason: interesting terrain).
You gain 1.52 gold from the transmogrification of focusing yew wand of lightning storm [power 248] (15 cooldown).
You gain 0.29 gold from the transmogrification of pouch of stralite shots of vileness (17/17, 44-53 power, 5 apr).
You gain 0.42 gold from the transmogrification of icy dwarven-steel shield of crushing (0 def, 6 armour, 78.5 block).
You gain 0.12 gold from the transmogrification of grounding hardened leather cap of constitution (+3) (0 def, 3 armour).
You gain 0.47 gold from the transmogrification of champion's dwarven-steel helm of absorption (0 def, 4 armour).
You gain 0.35 gold from the transmogrification of pair of dwarven-steel boots of strife (0 def, 4 armour).
You gain 0.83 gold from the transmogrification of eldritch pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 0.73 gold from the transmogrification of stormwoven cashmere robe of protection (4 def, 3 armour).
You gain 0.20 gold from the transmogrification of shimmering woollen robe of fire (+9%) (0 def, 0 armour).
You gain 0.67 gold from the transmogrification of steady stralite steamgun of fire.
You gain 0.43 gold from the transmogrification of shimmering yew starstaff of fate (20-24 power, 4 apr, temporal element).
You gain 0.61 gold from the transmogrification of horrifying thorny mindstar of venom (10-10 power, 24 apr, mind damage).
You gain 0.22 gold from the transmogrification of quick dwarven-steel longsword (24-33 power, 4 apr).
You gain 0.40 gold from the transmogrification of dwarven-steel greatsword of shearing (38-60 power, 2 apr).
You gain 1.74 gold from the transmogrification of Skyreek the dwarven-steel greatmaul (38-58 power, 2 apr).
You gain 0.35 gold from the transmogrification of flaming dwarven-steel dagger of paradox (20-26 power, 7 apr).
You gain 0.51 gold from the transmogrification of dwarven-steel dagger of enduring (18-23 power, 7 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Shadowmir deactivates Shadow Feed.
Shadowmir activates Shadow Feed.
Shadowmir deactivates Shadow Combat.
Shadowmir activates Shadow Combat.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.