Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Alternate Zones Option 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 35 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by deformed giant venus flytrap at level 7 on the 1st Summertide 122nd year of Ascendancy at 11:52 2 / 5Killed by snow giant at level 17 on the 58th Haze 122nd year of Ascendancy at 21:15 Killed by snow giant boulder thrower at level 23 on the 24th Regrowth 123rd year of Ascendancy at 15:51 Killed by fiery orc wyrmic at level 31 on the 47th Dusk 123rd year of Ascendancy at 23:30 Killed by orc berserker at level 34 on the 67th Dusk 123rd year of Ascendancy at 07:47 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 63 (base 48) |
| Constitution | 58 (base 40) |
| Magic | 45 (base 33) |
| Willpower | 34 (base 10) |
| Cunning | 69 (base 34) |
Resources
| Life | 770/770 |
| Mana | 424/424 |
| Stamina | 227/227 |
| Healing Factor | 1 |
| Regeneration | 0.25000000000003 |
Speed
| Mental | +14.3% |
| Attack | 0% |
| Movement | 0% |
| Spell | +14.3% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 15 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 42.611666666667 |
| Crit Chance | 29% |
| Speed | 0.87489063867017 |
Offense: Mind
| Mindpower | 41.466666666667 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +13% |
| All | 0% |
| Darkness | +11% |
| Physical | +21% |
| Mind | +10% |
| Nature | +10% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +8% |
| Light | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 34 (70%) |
| Defense | 49.35 |
| Ranged Defense | 49.35 |
| Fatigue | 4 |
| Physical Save | 44.2 |
| Spell Save | 34.825 |
| Mental Save | 45.35 |
Defense: Resistances
| Darkness | + 37%( 75%) |
| Light | + 23%( 75%) |
| Temporal | + 17%( 70%) |
| Physical | + 19%( 70%) |
| All | + 15%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. Also while Heroism is active, you will only die when reaching -340 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic stat. |
| 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 20% for 5 turns. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Secrets of the Eternals |
| talent | Shadow Feed |
| talent | Shadow Combat |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by lesser vampire. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)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 Old Forest. Escort: temporal explorer (level 2 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 huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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: 191. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Armogorn' (8 def, 11 armour) pair of hardened leather boots 'Armogorn' (8 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +8 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% temporal Stun/Freeze immunity: +15% Defense after a teleport: +15 New effects duration reduction after a teleport: +10% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them for 8 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
| Light source | burglar's alchemist's lamp of the sun burglar's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +7% darkness Changes damage: +5% light Light radius: +3 Infravision radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 36.94 light damage within radius 4. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour: +2 Changes stats: +3 Cun Changes resistances: +10% darkness Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | sneakthief's stralite ring of sensing sneakthief's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Dex Blindness immunity: +25% See stealth: +15 See invisible: +5 Rings can have magical properties. |
| Around neck | Pendent of the Sun and Moons Pendent of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +10% light Changes resistances cap: +5% darkness / +5% light Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% darkness / +8% light Spellpower: +8 Spell crit. chance: +5% It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendent depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | thunderous stralite dagger of massacre (34-44.2 power, 9 apr) thunderous stralite dagger of massacre (34-44.2 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 34.0 - 44.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 27% lightning daze When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
| Around waist | balancing hardened leather belt of magery balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +7 Physical crit. chance: +4.0% Changes stats: +4 Dex / +4 Mag / +5 Wil / +4 Cun Spell crit. chance: +4% A belt that goes around your waist. |
| In off hand | Ebonyrupture (27-35.1 power, 9 apr) Ebonyrupture (27-35.1 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +8 darkness When wielded/worn: Changes stats: +1 Str Changes damage: +3% darkness Physical save: +12 Stamina each turn: +0.20 Sharp, short and deadly. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
wild infusion (resist 25%; cure physical) wild infusion (resist 25%; cure physical)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: 15 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 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 287 for 5 turns) shielding rune of the duelist (absorb 287 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
gold amulet of the fish gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% cold Allows you to breathe in: water Amulets can have magical properties. |
inertial steel amulet inertial steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Pinning immunity: +21% Stamina each turn: +0.30 Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +9 Spell save: +10 Mental save: +8 Amulets can have magical properties. |
vitalizing voratun amulet of teleportation vitalizing voratun amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Con Physical save: +8 Teleport immunity: +50% Life regen: +1.00 Maximum life: +60.00 It can be used to teleports your randomly (rad 44), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
conjurer's stralite ring of warding conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes resistances: +19% fire / +23% cold / +15% lightning / +15% acid Spellpower: +9 Rings can have magical properties. |
mule's gold ring of sensing mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Blindness immunity: +26% See stealth: +11 See invisible: +8 Rings can have magical properties. |
solipsist's gold ring of fire (+24%) solipsist's gold ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% fire Changes damage: +12% fire Mindpower: +7 Rings can have magical properties. |
treant's gold ring of tenacity treant's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature Physical save: +7 Poison immunity: +13% Disease immunity: +13% Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +22% Rings can have magical properties. |
45 alchemist agate 45 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
steel torque of psychoportation [power 27] (27 cooldown) steel torque of psychoportation [power 27] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
forceful ash totem of cure poisons [power 2] (18 cooldown) forceful ash totem of cure poisons [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure illness [power 2] (18 cooldown) yew totem of cure illness [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 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. |
Emawyn of illumination [power 11] (5 cooldown) Emawyn of illumination [power 11] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 6 mind Damage when the wearer is hit: 8 mind Changes resistances: +3% temporal Changes resistances penetration: +5% mind Changes damage: +3% mind / +21% temporal It can be used to light the area (rad 11), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of conjuration [power 229] (6 cooldown) volcanic yew wand of conjuration [power 229] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Volcano It can be used to fire a bolt of a random element (dam 114-229), 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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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% Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Cowl the Shalore Shadowblade level 30
34th Dusk 123rd year of Ascendancy at 06:18 see stats
Arachnophobia
Destroyed the spydric menace.By Cowl the Shalore Shadowblade level 33
58th Dusk 123rd year of Ascendancy at 23:33 see stats
Brave new world
Went to the Far East and took part in the war.By Cowl the Shalore Shadowblade level 32
53rd Dusk 123rd year of Ascendancy at 14:21 see stats
Bringer of Doom
Killed a Bringer of Doom.By Cowl the Shalore Shadowblade level 20
10th Regrowth 123rd year of Ascendancy at 22:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cowl the Shalore Shadowblade level 11
16th Dusk 122nd year of Ascendancy at 08:46 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Cowl the Shalore Shadowblade level 31
48th Dusk 123rd year of Ascendancy at 14:46 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Cowl the Shalore Shadowblade level 25
52nd Regrowth 123rd year of Ascendancy at 05:21 see stats
Exterminator
Killed 1000 creatures.By Cowl the Shalore Shadowblade level 15
42nd Haze 122nd year of Ascendancy at 15:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cowl the Shalore Shadowblade level 23
31st Regrowth 123rd year of Ascendancy at 18:15 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Cowl the Shalore Shadowblade level 34
1st Time of Equilibrium 123rd year of Ascendancy at 12:48 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 Shalore Shadowblade level 18
72nd Haze 122nd year of Ascendancy at 06:35 see stats
Level 10
Got a character to level 10.By Cowl the Shalore Shadowblade level 10
5th Flare 122nd year of Ascendancy at 03:29 see stats
Level 20
Got a character to level 20.By Cowl the Shalore Shadowblade level 20
8th Regrowth 123rd year of Ascendancy at 15:08 see stats
Level 30
Got a character to level 30.By Cowl the Shalore Shadowblade level 30
24th Dusk 123rd year of Ascendancy at 19:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Cowl the Shalore Shadowblade level 12
60th Dusk 122nd year of Ascendancy at 22:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Cowl the Shalore Shadowblade level 32
48th Dusk 123rd year of Ascendancy at 22:11 see stats
The Arena
Unlocked Arena mode.By Cowl the Shalore Shadowblade level 9
3rd Flare 122nd year of Ascendancy at 07:13 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cowl the Shalore Shadowblade level 19
1st Wintertide 123rd year of Ascendancy at 15:50 see stats
The secret city
Discovered the truth about mages.By Cowl the Shalore Shadowblade level 10
8th Flare 122nd year of Ascendancy at 03:17 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Cowl the Shalore Shadowblade level 18
10th Decay 122nd year of Ascendancy at 20:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Cowl the Shalore Shadowblade level 28
41st Pyre 123rd year of Ascendancy at 03:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Cowl the Shalore Shadowblade level 18
72nd Haze 122nd year of Ascendancy at 07:12 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Cowl the Shalore Shadowblade level 27
13rd Pyre 123rd year of Ascendancy at 18:16 see stats
Log
You have found a trap (water jet)!
You have found a trap (water jet)!
You have found a trap (water siphon)!
You have found a trap (water jet)!
Cowl picks up (w.): cashmere cloak of resilience (2 def, 0 armour).
You have found a trap (water jet)!
You have found a trap (water jet)!
Cowl picks up (U.): plaguebringer's pouch of stralite shots of annihilation (19/19, 49-58.8 power, 9 apr).
Today is the 22nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a ladder to worldmap here (press '' or right click to use).
Ran for 46 turns (stop reason: at exit).
You gain 5.36 gold from the transmogrification of plaguebringer's pouch of stralite shots of annihilation (19/19, 49-58.8 power, 9 apr).
You gain 4.46 gold from the transmogrification of scorching alchemist's lamp of the moons.
You gain 7.95 gold from the transmogrification of Blastparry (7 def, 13 armour).
You gain 2.80 gold from the transmogrification of pair of hardened leather boots of phasing (0 def, 3 armour).
You gain 0.79 gold from the transmogrification of cashmere cloak of resilience (2 def, 0 armour).
You gain 0.91 gold from the transmogrification of grounding hardened leather belt of resilience.
You gain 6.16 gold from the transmogrification of inquisitor's dwarven-steel waraxe of rage (23-32.2 power, 4 apr).
You gain 10.00 gold from the transmogrification of Cleansewyrd (25-30 power, 5 apr, arcane damage).
You gain 3.35 gold from the transmogrification of wrathful thorny mindstar (8.5-9.35 power, 24 apr, nature damage).
You gain 7.90 gold from the transmogrification of Aeryth (45.5-72.8 power, 3 apr).
You gain 1.69 gold from the transmogrification of vision rune (radius 13; dur 18; see humanoid).
You gain 2.34 gold from the transmogrification of heat beam rune of the psychic (230 fire damage).
You gain 1.71 gold from the transmogrification of acid wave rune (157 acid damage; power 20; dur 3).
You gain 1.18 gold from the transmogrification of regeneration infusion of the wizard (heal 213 over 5 turns).
You gain 1.83 gold from the transmogrification of movement infusion (623% speed; 6 turns).
Saving done.
There is a Entrance into the sandpit of Briagh 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.
