Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Tourist Class (Example Addon for ToME) 1.0.5Example addon, adds Tourist class.
Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 18 / 88% |
Size | medium |
Lifes / Deaths | Killed by Cieyo the thalore at level 16 on the 75th Pyre 123rd year of Ascendancy at 09:40 / 2Killed by Layotha the golem at level 18 on the 5th Allure 124th year of Ascendancy at 10:28 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 24 (base 16) |
Magic | 51 (base 43) |
Willpower | 49 (base 36) |
Cunning | 14 (base 11) |
Resources
Life | -80/261 |
Mana | 262/319 |
Healing Factor | 1.3 |
Regeneration | 0.325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +129.46707861158% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 25.032667812129 |
See Invisible | 34.966089684765 |
Offense: Mainhand
Damage | 28 |
Accuracy | 5 |
Crit Chance | 15% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54.378596766825 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 29.95 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Light | +9% |
Physical | +5% |
Blight | +4% |
Arcane | +3% |
Fire | +44% |
All | 0% |
Offense: Damage Penetration
Blight | +6% |
Physical | +7% |
Fire | +6% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 33.454664914081 (45%) |
Defense | 14.35 |
Ranged Defense | 14.35 |
Fatigue | 3 |
Physical Save | 13.3 |
Spell Save | 33.5 |
Mental Save | 23.525 |
Defense: Resistances
Physical | + 33%( 70%) |
Darkness | + 10%( 70%) |
Nature | + 24%( 70%) |
Cold | + 27%( 70%) |
Blight | + 25%( 70%) |
Arcane | -1%( 70%) |
Fire | + 46%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 38% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic 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 286 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 804% over 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Arcane Power |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is hexed, granting it 32% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | The target's spellpower has been increased by 5. Spellsurge |
beneficial effect | Reduces physical damage received by 22%. Juggernaut |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned and sick, doing 5.00 nature damage per turn. Each time it tries to use a talent there is 5% chance of failure. Crippling Poison |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | Increases global action speed by 29%. Speed |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 |
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 successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 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 vial of wight ectoplasm. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | eldritch pair of rough leather boots of evasion (12 def, 1 armour) eldritch pair of rough leather boots of evasion (12 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 Fatigue: +1% Changes stats: +2 Wil / +2 Mag Mana each turn: +0.12 Maximum mana: +25.00 Spell crit. chance: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 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 16% chance to completely evade them and granting you 5 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Layumissra the Glarepower Layumissra the GlarepowerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 arcane Changes resistances: +5% arcane Changes damage: +3% arcane / +3% light Blindness immunity: +20% Confusion immunity: +15% Light radius: +7 See stealth: +13 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat 'Satyrborn' (2 def, 0 armour) cashmere wizard hat 'Satyrborn' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +12% cold Changes resistances penetration: +10% nature Equilibrium when hit: +1.30 Psi when hit: +1.60 Hate when hit: +1.50 A pointy cloth hat, very wizardly... |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | 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. |
On fingers | savage's gold ring of clarity savage's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 Mental save: +5 Confusion immunity: +23% Maximum stamina: +10.00 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] 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 main hand | potent yew magestaff of might (23-27.6 power, 4 apr, fire damage) potent yew magestaff of might (23-27.6 power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +23% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 118.01 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | stargazer's linen robe of chaos (0 def, 0 armour) stargazer's linen robe of chaos (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% physical / -6% arcane / +6% fire / -5% cold / -6% nature / +5% blight Changes resistances penetration: +7% physical / +6% fire / +6% blight Changes damage: +5% darkness / +6% light Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +6 Spell crit. chance: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 1/60) : Effective talent level: 1.5 Power cost: 60 out of 1/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 115.65 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 34/60) : Effective talent level: 2.0 Power cost: 30 out of 34/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] 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. |
clarifying copper amulet of the fish clarifying copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind / +11% cold Allows you to breathe in: water Confusion immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. wanderer's steel amuletwanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic steel battleaxe of vileness (20-30 power, 2 apr)acidic steel battleaxe of vileness (20-30 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +9 blight / +8 acid Burst (radius 2) on crit: +6 infective blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's steel mace (13-18.2 power, 3 apr)warbringer's steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +5 Changes stats: +2 Con Changes resistances penetration: +8% physical Disarm immunity: +16% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blighted ash starstaff (15-18 power, 3 apr, light damage)blighted ash starstaff (15-18 power, 3 apr, light damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 5 infective blight Changes damage: +15% light Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +12.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of might (15-18 power, 3 apr, fire damage)cruel ash magestaff of might (15-18 power, 3 apr, fire damage) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
magelord's ash starstaff of projection (21-25.2 power, 3 apr, light damage) magelord's ash starstaff of projection (21-25.2 power, 3 apr, light damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage when the wearer hits(melee): 15 arcane Changes damage: +21% light Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +14 Spell crit. chance: +4% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hateful steel waraxe of amnesia (12-16.8 power, 3 apr)hateful steel waraxe of amnesia (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +7 darkness Damage against: +9% Humanoid When wielded/worn: Damage when the wearer is hit: 5 mind One-handed war axes. |
This item will automatically be transmogrified when you leave the level. icy steel waraxe of massacre (19-26.6 power, 3 apr)icy steel waraxe of massacre (19-26.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +7 ice One-handed war axes. |
marshal's linen cloak of the hunt (1 def, 0 armour) marshal's linen cloak of the hunt (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 Defense: +1 Fatigue: -4% Changes stats: +2 Str / +2 Con Physical save: +5 Maximum life: +90.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of frost (+16%) (0 def, 0 armour)dreamer's woollen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +16% cold Changes damage: +11% cold Physical save: +11 Spell save: +10 Mental save: +23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe of protection (2 def, 2 armour)focusing woollen robe of protection (2 def, 2 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 Changes stats: +4 Wil / +5 Mag Physical save: +18 Mana each turn: +0.10 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of fire (+15%) (0 def, 0 armour)slimy woollen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 nature slow Damage when the wearer is hit: 5 nature slow Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vorubeth (2 def, 0 armour) Vorubeth (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +5% arcane Grants telepathy: Dragon A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour)spiked cured leather armour of cold 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: 10 physical Changes resistances: +16% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (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: +3.60 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of crippling (14/14, 17.5-24.5 power, 7 apr)quiver of ash arrows of crippling (14/14, 17.5-24.5 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 14 Special effect when this weapon crits: cripple the target Arrows are used with bows to pierce your foes to death. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Francis the Shalore Archmage level 18
5th Allure 124th year of Ascendancy at 06:26 see stats
By Francis the Shalore Archmage level 11
48th Dusk 122nd year of Ascendancy at 05:18 see stats
By Francis the Shalore Archmage level 17
3rd Haze 123rd year of Ascendancy at 18:45 see stats
By Francis the Shalore Archmage level 10
5th Flare 122nd year of Ascendancy at 16:27 see stats
By Francis the Shalore Archmage level 4
74th Pyre 122nd year of Ascendancy at 20:12 see stats
By Francis the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:15 see stats
By Francis the Shalore Archmage level 7
7th Mirth 122nd year of Ascendancy at 02:11 see stats
By Francis the Shalore Archmage level 17
12nd Dusk 123rd year of Ascendancy at 03:15 see stats
By Francis the Shalore Archmage level 15
78th Regrowth 123rd year of Ascendancy at 18:36 see stats
By Francis the Shalore Archmage level 17
11st Dusk 123rd year of Ascendancy at 13:49 see stats
By Francis the Shalore Archmage level 18
6th Haze 123rd year of Ascendancy at 02:46 see stats
By Francis the Shalore Archmage level 16
75th Pyre 123rd year of Ascendancy at 09:41 see stats
Log
Francis damages himself through Martyrdom!
Crippling Poison from Bethamith the alchemist golem hits Francis for (3 absorbed), 0 nature (0 total damage).
Burning from Francis hits Bethamith the alchemist golem for 68 fire damage.
Bethamith the alchemist golem hits Francis for (2 absorbed), 0 arcane, (3 absorbed), 0 fire (0 total damage).
Arcane Vortex from Francis hits Layotha the golem for 22 arcane damage.
Arcane Vortex from Francis hits Bethamith the alchemist golem for 22 arcane damage.
Layotha the golem hits Francis for (2 absorbed), 0 arcane (0 total damage).
Layotha the golem casts Soul Rot.
Layotha the golem's spell attains critical power!
You are unable to move!
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Talent Teleport: Angolwen is ready to use.
Francis is dazed!
Francis is not dazed anymore.
The shield around Francis crumbles.
Bethamith the alchemist golem stops burning.
Francis damages himself through Martyrdom!
Layotha the golem hits Francis for 2 arcane damage.
Arcane Vortex from Francis hits Layotha the golem for 22 arcane damage.
Arcane Vortex from Francis hits Bethamith the alchemist golem for 22 arcane damage.
Crippling Poison from Bethamith the alchemist golem hits Francis for (4 absorbed), 0 nature (0 total damage).
Bethamith the alchemist golem hits Francis for 2 arcane damage.
Layotha the golem's Soul Rot hits Francis for 185 blight damage.
Layotha the golem casts Drain.
Layotha the golem's spell attains critical power!
Francis wears(replacing): Wrap of Stone (0 def, 10 armour).
Saving game...