Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 13 / 5% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 13 on the 76th Dusk 122nd year of Ascendancy at 12:16 / 1 |
Primary Stats
Strength | 30 (base 20) |
Dexterity | 21 (base 10) |
Constitution | 17 (base 10) |
Magic | 33 (base 30) |
Willpower | 19 (base 10) |
Cunning | 33 (base 28) |
Resources
Life | -11/344 |
Mana | 157/157 |
Stamina | 138/138 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 30 |
Accuracy | 28 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41.404134077393 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 28.25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 10.85 |
Ranged Defense | 14.85 |
Fatigue | 8 |
Physical Save | 21.725 |
Spell Save | 33.1 |
Mental Save | 22.6 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 65.81 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 758% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Fiery Hands |
talent | Shielding |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by red crystal. Escort: lost anorithil (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed warg claw. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | augmenting linen wizard hat of earthrunes (1 def, 1 armour) augmenting linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+1 eff.) Changes stats: +1 Con Changes damage: +4% acid / +4% cold / +4% fire / +3% arcane / +4% lightning It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.2 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 82.02 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
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: +18% fire / +10% darkness / +10% nature 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 207.51 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
On fingers | wizard's copper ring of power wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.92 cold and 9.69 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | archmage's copper amulet archmage's copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +4% acid / +5% fire / +4% lightning / +4% cold Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
In main hand | short yew magestaff of fate (20-24 power, 4 apr, fire element) short yew magestaff of fate (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Lavaweeper LavaweeperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +6% fire Changes damage: +9% fire Silence immunity: +5% Knockback immunity: +10% A belt that goes around your waist. |
In off hand | shocking iron shield (4 def, 2 armour, 7.5-9 power, 18.5 block) shocking iron shield (4 def, 2 armour, 7.5-9 power, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 On weapon hit: * 11% chance to daze When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 5 lightning Damage when hit (Melee): 11 lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | spellwoven woollen robe of fire (+15%) (0 def, 0 armour) spellwoven woollen robe of fire (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire Spell save: +18 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion (10 nature damage, 20% healing reduction)insidious poison infusion (10 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.00 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (868% regen over 10 turns; 43 instant mana) manasurge rune of the duelist (868% regen over 10 turns; 43 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 868% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
This item will automatically be transmogrified when you leave the level. cleansing gold amulet of mastery (0.13 Cunning / Dirty fighting)cleansing gold amulet of mastery (0.13 Cunning / Dirty fighting) Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% nature / +10% blight Talent mastery: +0.13 Cunning / Dirty fighting Poison immunity: +24% Disease immunity: +27% Amulets can have magical properties. |
steel amulet 'Hellsminister' steel amulet 'Hellsminister'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +15% lightning / +3% temporal Stun/Freeze immunity: +20% Amulets can have magical properties. |
rogue's steel ring of lightning (+22%) rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword (24.5-39.2 power, 2 apr)insidious steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 insidious poison Massive two-handed swords. |
iron greatsword (16.5-26.4 power, 1 apr) iron greatsword (16.5-26.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff (15-18 power, 3 apr, light element)shimmering ash starstaff (15-18 power, 3 apr, light element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +42.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.87 cold damage and 11.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes resistances: +6% cold / +5% fire Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Changes resistances: +6% cold / +5% fire A pair of boots made of leather. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour) temporal rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Mag Changes resistances: +5% temporal Changes damage: +4% arcane / +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. steel mail armour of implacability (2 def, 11 armour)steel mail armour of implacability (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +10% Physical save: +8 (+4 eff.) A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of lightning resistance (2 def, 4 armour)spiked cured leather armour of lightning 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 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +17% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of clarity (4 def, 9 armour)steel plate armour of clarity (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +6% mind Mental save: +11 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 16-19.2 power, 41 block)steel shield (6 def, 2 armour, 16-19.2 power, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Koh the Skeleton Arcane Blade level 10
4th Dusk 122nd year of Ascendancy at 02:47 see stats
By Koh the Skeleton Arcane Blade level 11
22nd Dusk 122nd year of Ascendancy at 12:33 see stats
By Koh the Skeleton Arcane Blade level 7
3rd Flare 122nd year of Ascendancy at 01:29 see stats
By Koh the Skeleton Arcane Blade level 4
8th Mirth 122nd year of Ascendancy at 17:14 see stats
Log
You pickup 0.90 gold pieces.
You pickup 0.80 gold pieces.
Ran for 8 turns (stop reason: hostile spotted to the north (armoured skeleton warrior - offscreen)).
Armoured skeleton warrior casts Rune: Reflection Shield.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior reflects damage back to Koh!
Armoured skeleton warrior hits Koh for 12 reflected, 6 reflected, 38 reflected (57 total damage).
Koh hits Armoured skeleton warrior for (12 absorbed), 0 physical, (6 absorbed), 0 lightning, (38 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior uses Disarm.
Koh is disarmed!
Armoured skeleton warrior reflects damage back to Koh!
Koh hits Armoured skeleton warrior for (11 absorbed), 0 lightning (0 total damage).
Armoured skeleton warrior hits Koh for 35 physical, 11 reflected (47 total damage).
Glorovena the armoured skeleton warrior casts Arrow Stitching.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Glorovena the armoured skeleton warrior performs a ranged critical strike against Koh!
Glorovena the armoured skeleton warrior hits Koh for 62 physical, 4 darkness, 14 temporal (80 total damage).
Armoured skeleton warrior reflects damage back to Koh!
Armoured skeleton warrior hits Koh for 9 reflected, 6 reflected, 16 reflected, 5 reflected, 32 reflected (68 total damage).
Koh hits Armoured skeleton warrior for (9 absorbed), 0 fire, (6 absorbed), 0 physical, (16 absorbed), 0 fire, (5 absorbed), 0 lightning, (32 absorbed), 0 fire (0 total damage).
Glorovena the armoured skeleton warrior's temporal clone hits Koh for 25 physical, 2 darkness, 7 temporal (34 total damage).
Glorovena the armoured skeleton warrior casts Dimensional Step.
Glorovena the armoured skeleton warrior hits Koh for 3 physical, 9 acid, 6 fire, 14 temporal (33 total damage).
Koh hits Glorovena the armoured skeleton warrior for 12 lightning damage.
Armoured skeleton warrior uses Shield Pummel.
Saving game...