Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 23 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 57th Regrowth 123rd year of Ascendancy at 21:16 / 2Killed by Xaneth the gwelgoroth at level 23 on the 18th Pyre 123rd year of Ascendancy at 20:29 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 44 (base 33) |
| Constitution | 32 (base 32) |
| Magic | 20 (base 15) |
| Willpower | 18 (base 12) |
| Cunning | 46 (base 39) |
Resources
| Life | -8/498 |
| Mana | 216/272 |
| Stamina | 39/166 |
| Paradox | 150 |
| Healing Factor | 1.14 |
| Regeneration | 0.285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 35% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 41 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27.945 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +10% |
| Darkness | +5% |
| Fire | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 35.65 |
| Ranged Defense | 35.65 |
| Fatigue | 12 |
| Physical Save | 29.557918952049 |
| Spell Save | 23.632918952049 |
| Mental Save | 27.6375 |
Defense: Resistances
| Darkness | + 12%( 70%) |
| Lightning | + 30%( 70%) |
| Acid | + 10%( 70%) |
| Nature | + 32%( 70%) |
| Blight | + 22%( 70%) |
| Fire | + 39%( 70%) |
| Cold | + 49%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Poison Resistance | 30% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 25% for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 130 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% over 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Shadow Combat |
| talent | Chant of Fortitude |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target's saves have been increased by 2. Spin Fate |
| beneficial effect | The target has 50% chance to evade melee attacks. Evasion |
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 |
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 failed to protect the injured seer from death by snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Daikara and vanquished the Dragon. | done |
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. * 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: 51. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 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.' Marus of Elvala needs your help making an elixir of mysticism. 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 snow giant kidney. * You've found the needed minotaur nose. 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 ice ant stinger. * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. | 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 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Mental save: +5 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. |
| On head | Mayyyama the hardened leather cap (0 def, 3 armour) Mayyyama the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Dex Changes resistances: +8% fire / +8% cold / +7% lightning / +8% acid Changes resistances penetration: +15% mind Physical save: +8 Mental save: +5 Hate per kill: +1.00 Psi per kill: +1.00 It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 32.59 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
| On fingers | copper ring of arcane power copper ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Spellpower: +6 Rings can have magical properties. |
| On fingers | copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
| Around neck | Cloudlore CloudloreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer is hit: 16 acid Changes resistances: +21% lightning Changes damage: +15% lightning Amulets can have magical properties. |
| In main hand | Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Around waist | 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. |
| In off hand | Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 80.93 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | enveloping elven-silk cloak of warlust (13 def, 0 armour) enveloping elven-silk cloak of warlust (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 Defense: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 16 power out of 50/50) : Effective talent level: 2.0 Power cost: 16 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.75 to 122.25 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
anchoring steel amulet of the chosen anchoring steel amulet of the chosenPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 6 light Changes resistances: +6% light / +13% temporal Knockback immunity: +26% Amulets can have magical properties. |
clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +11% fire Amulets can have magical properties. |
restful steel amulet of cunning (+5) restful steel amulet of cunning (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Cun Life regen: +0.30 Amulets can have magical properties. |
shielding steel amulet shielding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% light Blindness immunity: +20% Amulets can have magical properties. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% cold / +6% fire Maximum encumbrance: +22 A belt that goes around your waist. |
2 aquamarine 2 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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. |
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 Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 178 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. |
supercharged dwarven-steel torque of psychoportation [power 39] (36 cooldown) supercharged dwarven-steel torque of psychoportation [power 39] (36 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 39), placing all other charms into a 36 cooldown. Torques are made by powerful psionics to store psionic powers. |
Darkschism of cure illness [power 2] (18 cooldown) Darkschism of cure illness [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 10 darkness Damage when the wearer is hit: 16 nature Changes resistances: +9% nature Changes resistances penetration: +10% darkness It can be used to removes up to 2 diseases from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of cure poisons [power 1] (18 cooldown) elm totem of cure poisons [power 1] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cowl the Cornac Shadowblade level 15
39th Haze 122nd year of Ascendancy at 12:14 see stats
Exterminator
Killed 1000 creatures.By Cowl the Cornac Shadowblade level 17
50th Regrowth 123rd year of Ascendancy at 14:40 see stats
Fear me not!
Survived the Fearscape!By Cowl the Cornac Shadowblade level 22
9th Pyre 123rd year of Ascendancy at 10:52 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cowl the Cornac Shadowblade level 19
58th Regrowth 123rd year of Ascendancy at 16:45 see stats
Level 10
Got a character to level 10.By Cowl the Cornac Shadowblade level 10
1st Flare 122nd year of Ascendancy at 03:51 see stats
Level 20
Got a character to level 20.By Cowl the Cornac Shadowblade level 20
70th Regrowth 123rd year of Ascendancy at 12:00 see stats
The Arena
Unlocked Arena mode.By Cowl the Cornac Shadowblade level 8
7th Mirth 122nd year of Ascendancy at 20:10 see stats
The secret city
Discovered the truth about mages.By Cowl the Cornac Shadowblade level 13
13rd Dusk 122nd year of Ascendancy at 14:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Cowl the Cornac Shadowblade level 17
34th Regrowth 123rd year of Ascendancy at 12:30 see stats
Unstoppable
Returned from the dead.By Cowl the Cornac Shadowblade level 18
57th Regrowth 123rd year of Ascendancy at 21:16 see stats
Log
Cowl uses Whirlwind.
Cowl hits Xaneth the gwelgoroth for 0 physical, 22 light, 12 darkness, 23 darkness, 0 physical, 12 darkness damage (total 67.63).
Xaneth the gwelgoroth hits Cowl for 20 lightning, 20 lightning damage (total 39.11).
Xaneth the gwelgoroth hits Cowl for 2 nature damage.
Xaneth the gwelgoroth casts Lightning.
Xaneth the gwelgoroth hits Cowl for 40 lightning damage.
Xaneth the gwelgoroth evades Cowl.
Cowl hits Xaneth the gwelgoroth for 26 physical, 22 light, 12 darkness damage (total 58.67).
Xaneth the gwelgoroth hits Cowl for 20 lightning damage.
Talent Shadowstep is ready to use.
Xaneth the gwelgoroth hits Cowl for 2 nature damage.
Xaneth the gwelgoroth misses Cowl.
Xaneth the gwelgoroth evades Cowl.
Xaneth the gwelgoroth evades Cowl.
Talent Infusion: Regeneration is ready to use.
Xaneth the gwelgoroth hits Cowl for 2 nature damage.
Xaneth the gwelgoroth uses Shield Pummel.
Cowl takes fate by the hand.
Cowl is stunned!
Xaneth the gwelgoroth hits Cowl for 63 physical, 9 lightning, 82 physical, 9 lightning damage (total 161.02).
Cowl hits Xaneth the gwelgoroth for 15 fire, 14 acid, 5 light, 15 fire, 14 acid, 5 light damage (total 64.50).
Cowl casts Shadowstep.
Xaneth the gwelgoroth evades Cowl.
Saving done.
Saving done.
Saving game...
