Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 13 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by mucus ooze at level 13 on the 30th Haze 122nd year of Ascendancy at 07:29 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 28 (base 28) |
| Constitution | 16 (base 10) |
| Magic | 20 (base 20) |
| Willpower | 10 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | -22/278 |
| Mana | 120/172 |
| Stamina | 75/116 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 39 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25.5475 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.1 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Cold | +10% |
| Lightning | +3% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 21.15 |
| Ranged Defense | 21.15 |
| Fatigue | 0 |
| Physical Save | 9.8 |
| Spell Save | 10.5 |
| Mental Save | 15.05 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 222 life. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 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 | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Shadow Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned and sick, doing 44.37 nature damage per turn. Each time it tries to use a talent there is 8% chance of failure. Crippling Poison |
| detrimental effect | Huge cut that bleeds, doing 26.32 physical damage per turn. Bleeding |
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 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 35 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | grounding rough leather cap of constitution (+3) (0 def, 1 armour) grounding rough leather cap of constitution (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
| On hands | sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage when the wearer hits(melee): 5 physical Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shockrend of firewall [power 117] (6 cooldown) Shockrend of firewall [power 117] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 lightning / 4 arcane Changes resistances: +5% arcane Changes damage: +3% lightning It can be used to creates a wall of flames lasting for 4 turns (dam 117 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| On fingers | mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Rings can have magical properties. |
| Around neck | copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
| In main hand | huntsman's dwarven-steel dagger of massacre (25-32.5 power, 7 apr) huntsman's dwarven-steel dagger of massacre (25-32.5 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +5% Animal Sharp, short and deadly. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | elemental steel dagger of crippling (11.5-14.95 power, 6 apr) elemental steel dagger of crippling (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: cripple the target Damage conversion: 11% fire / 11% cold / 8% lightning / 10% acid When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
| Cloak | thick cashmere cloak (2 def, 7 armour) thick cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
regeneration infusion of the psychic (heal 137 over 5 turns) regeneration infusion of the psychic (heal 137 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 137 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 5; power 60; turns 3; dispells darkness) sun infusion of the sneak (rad 5; power 60; turns 3; dispells darkness)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 60) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 14%; cure magical) wild infusion of the duelist (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (732% regen over 10 turns; 37 instant mana) manasurge rune of the sneak (732% regen over 10 turns; 37 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% over 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 7; power 21; dur 3) phase door rune of the duelist (range 7; power 21; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Betedhebeth BetedhebethPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +9% acid Amulets can have magical properties. |
anchoring steel amulet anchoring steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Knockback immunity: +20% Amulets can have magical properties. |
clarifying steel amulet of dexterity (+2) clarifying steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% mind Confusion immunity: +24% Amulets can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
Duvagund (10.5-13.65 power, 6 apr) Duvagund (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 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% Burst (radius 2) on crit: +8 blight When wielded/worn: Changes stats: +2 Cun / +1 Mag Sharp, short and deadly. |
arcing iron dagger of projection (4.5-5.85 power, 5 apr) arcing iron dagger of projection (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 mind / +4 lightning It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
hateful iron dagger of massacre (9-11.7 power, 5 apr) hateful iron dagger of massacre (9-11.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 darkness Damage against: +5% Humanoid Sharp, short and deadly. |
iron dagger (6-7.8 power, 5 apr) iron dagger (6-7.8 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (5.5-7.15 power, 5 apr) iron dagger (5.5-7.15 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of projection (5-6.5 power, 5 apr) iron dagger of projection (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
slime-covered steel dagger (11.5-14.95 power, 6 apr) slime-covered steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 slime Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of phasing (10.5-13.65 power, 11 apr)steel dagger of phasing (10.5-13.65 power, 11 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatsword of shearing (23.5-37.6 power, 2 apr)steel greatsword of shearing (23.5-37.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% physical Changes damage: +8% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. psychic's steel longsword (11-15.4 power, 3 apr)psychic's steel longsword (11-15.4 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Mindpower: +5 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel waraxe (9.5-13.3 power, 3 apr)steel waraxe (9.5-13.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.5 - 13.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
stabilizing rough leather belt of the titan stabilizing rough leather belt of the titanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Physical save: +5 A belt that goes around your waist. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
insulating linen wizard hat of fire (+21%) (1 def, 0 armour) insulating linen wizard hat of fire (+21%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% cold / +21% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of clarity (2 def, 6 armour)spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 10 physical Mental save: +10 A suit of armour made of mail. |
marauder's rough leather armour of the sky (6 def, 2 armour) marauder's rough leather armour of the sky (6 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +3 Fatigue: +6% Changes stats: +3 Str / +5 Dex Changes resistances: +11% lightning / +11% cold Physical save: +6 A suit of armour made of leather. |
rough leather armour of fire resistance (1 def, 2 armour) rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% fire A suit of armour made of leather. |
spiked cured leather armour of fire resistance (2 def, 4 armour) spiked cured leather armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 11 physical Changes resistances: +16% fire A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (2 def, 4 armour) troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +2.70 Maximum life: +54.00 Healing mod.: +15% A suit of armour made of leather. |
troll-hide hardened leather armour of the sky (6 def, 6 armour) troll-hide hardened leather armour of the sky (6 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +3 Fatigue: +8% Changes stats: +4 Dex Changes resistances: +13% lightning / +13% cold Life regen: +2.70 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of ash arrows of paradox (25/25, 18-25.2 power, 7 apr)high-capacity quiver of ash arrows of paradox (25/25, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 25 Damage when this weapon hits(ranged): +6 % chance to confuse / +5 temporal Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of the badger (dig speed 20 turns) iron pickaxe of the badger (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying 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 Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
hateful steel torque of thermal psionic shield [power 47] (18 cooldown) hateful steel torque of thermal psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dimly lit the Cornac Shadowblade level 11
36th Dusk 122nd year of Ascendancy at 23:28 see stats
Level 10
Got a character to level 10.By Dimly lit the Cornac Shadowblade level 10
27th Dusk 122nd year of Ascendancy at 02:08 see stats
Poisonous
Sided with the assassin lord.By Dimly lit the Cornac Shadowblade level 6
7th Flare 122nd year of Ascendancy at 06:59 see stats
The Arena
Unlocked Arena mode.By Dimly lit the Cornac Shadowblade level 10
27th Dusk 122nd year of Ascendancy at 02:51 see stats
The secret city
Discovered the truth about mages.By Dimly lit the Cornac Shadowblade level 12
68th Dusk 122nd year of Ascendancy at 11:03 see stats
Log
Dimly lit is stunned with fear!
Dimly lit is free from the mind parasite.
Qusha the Bringer of Doom hits Dimly lit for 42 fire damage.
Dimly lit overcomes the gloom.
Dimly lit moves reluctantly!
Qusha the Bringer of Doom casts Phase Door.
Dimly lit overcomes the gloom
Talent Rune: Manasurge is ready to use.
Talent Phase Door is ready to use.
Dimly lit starts to bleed.
Mucus ooze is protected by a layer of thick leaves.
Qusha the Bringer of Doom is protected by a layer of thick leaves.
Mucus ooze misses Dimly lit.
Dimly lit feels pain again.
Dimly lit overcomes the gloom.
Qusha the Bringer of Doom releases poisonous spores at Dimly lit.
Dimly lit is poisoned!
Qusha the Bringer of Doom hits Dimly lit for 16 physical damage.
Talent Dual Strike is ready to use.
Qusha the Bringer of Doom hits Dimly lit for 47 nature, 27 physical damage (total 72.47).
Qusha the Bringer of Doom uses Flamespit.
Mucus ooze uses Slime Spit.
Mucus ooze's mind surges with critical power!
Dimly lit shrugs off the critical damage!
Saving done.
Saving done.
Saving game...
